Dramatis Personae - Nexus I


A member of the Council of Entities, Si-Athi-Lat has never been fully seen in public, whenever they attend council meetings their form is always obscured by the canopy of a heavily veiled palanquin carried by disquieting bodyguards. The sole instance that anything of their true form has been glimpsed in living memory was a little over a generation ago, when they raised a single, eight fingered hand to call for order during a particularly fraught deadlock on the council. Si-Athi-Lat is a fixture in the trade of cosmetics, aromatics, and perfumed oils and has been for as long as any can remember, credible rumors state that they actually drink some of their product, quaffing the fragranr concoctions like fine wine. In spite of their obviously inhuman nature, the council member's politics are extraordinarily mundane, preferring to vote on the side of the status quo and favoring sustained stability over risky gambles at profit.

Deacon Rosen is a leader of The Cult of The Ledger, a society of middling Guild merchants and would-be social climbers which worships currency itself as a divine being. Half-conman, half-true believer, Rosen pens self-serving sermons that advise the faithful to invest in ventures that he profits from through a number of cutouts and catspaws, all the while deluding himself into believing that his own advanced avarice is a sign of spiritual enlightenment. That he appropriates much of his theology from a partially legible First Age treatise on economics and sorcery does wonders for keeping his schemes from falling apart. Unbeknownst to Rosen, his half-understood workings have slowly been fraying at the seams, gestating a curse of misfortune set to be levied not only at himself, but all the fools he's roped into his gambits.

The assassin known only as Virtue-of-Rats was born in the Undercity, among the sunless folk and stranger things that inhabit that labyrinthine realm. She wears special glasses at all times when she's on the surface, or "sunside" as she calls it, protecting her sensitive eyes from the brightness. A lifetime of squeezing her way through dark, confined spaces has honed her skills as an assassin and second-story woman. Professional, but utterly without scruples, Virtue-of-Rats occasionally only knocks her targets out instead of killing them on the spot. This is not a kindness, for these unfortunates are the ones she drags back into the undercity to sacrifice to the things that dance in the deep dark, buying the sunless folk a few more years of relative safety.

Randomly appearing at different locales each Night Market, Taver the Noodlemonger's stall has earned a reputation as the locale for crime bosses and unscrupulous merchants to have meetings on neutral ground, the heavily scarred and deaf noodle seller being incapable of overhearing their conversation. Urban legend has it that Taver himself used to be a crime boss, before his treacherous underlings ruined his eardrums and tossed him out onto the streets. Taver just scowls menacingly whenever someone attempts to pry into the truth of his past. Nobody is quite sure exactly what the broth in the noodle bowls Taver sells is made from. Nobody is brave enough to ask.

Emperor Scabber III, First of His Name, is the leader of the Roach Princes, a gang of child cutpurses who work the crowds on the border between Firewander and the less destitute districts. Scabber III, who took over the gang after his predecessor, Emperor Scabber II, died in a poorly planned boat heist, is somewhere in his early teens but looks younger due to malnourishment. Boastful and astonishingly foul-mouthed, Scabber III manages to stay in control of his crew of footpads largely by virtue of his seniority and ability to bully the younger children into submission. After a string of good hauls, Scabber's rudimentary cunning has begun to go to his head, and now he eyes bigger and flashier marks. Fancying himself a star among thieves, he fantasizes about swiping treasures from unsuspecting outcastes, arrogant Guild merchants, morbid delegations from Thorns.

A grandmotherly looking Wood Aspect, Auntie Lau runs the Scale-Eater Teahouse, a popular watering hole frequented by a surprising number of outcastes. Formerly a mercenary caravan guard, she realized that there was good money to be found in scouting out other exalts for wealthy merchants to employ. Part talent scout, part info broker, her network of informants keeps track of thin-blooded outcaste lineages across the Scavenger Lands, looking for young but impoverished exalts eager to test their abilities. Lau reaches out as a mentor and then suggests they become mercenaries for the Guild or other wealthy parties. Her commission fee for brokering contracts and jobs is respectable but her real money comes from the favors and connections she's accrued over the years from students who feel they owe her.

A half-functioning First Age war golem, Old Carbuncle's immobile form looms over the northern Nexus docks, part-monument, part-community leader. Carbuncle's long arms, originally meant to scale and dismantle fortifications, now serve as impromptu freight cranes for cargo too heavy for normal stevedores to lift in a timely manner. Long ago, Old Carbuncle successfully argued that this service constituted billable labor under The Civilities, and thus entitled it to a wage from the city government. That it threatened to detonate its internal furnace should it be pressed into service against its will probably helped matters. What the golem does with its salary, which for the most part exists in counting house ledgers, isn't known, but it regularly makes inquiries as to the state of its assets, sniffing out attempts at deception with eerie accuracy.

Brother Blister is the disease god who brings misery and sores to the impoverished people of the southern districts, but inflicting suffering is his job not his passion. In spite of his responsibility for overseeing their sickness, he hates how the poor are trodden upon by the wealthy in Nexus, their experience reminding him far too much of his time as an unemployed spirit centuries ago. In his guise as an elderly philanthropist, Brother Blister gives alms to the poor in the form of coins that numb the pain of injuries unrelated to his particular brand of skin disease, but inflict painful welts on the tax collectors and gang toughs that torment them. Overindulging in this habit risks earning him the ire of the Emissary, so he is careful to space out his acts of charity.

Wex the Tanner is the head of a middling crime syndicate called The Fog Leopards. Originally a leatherworker's apprentice, Wex's forays into organized crime began with clandestine corpse disposal and from there spiraled into more profitable, and unsavory, affairs. After improvising an overnight murder of the syndicate's previous leader whilst blackout drunk, Wex is not entirely sure how or why he was able to become gang boss, only that if he shows weakness now he'll be usurped in turn. Knowing his reputation depends on fear, he makes performative shows of cruelty to impress and intimidate his subordinates, wearing a human-leather coat and carrying a wicked set of flensing knives wherever he goes. Only when he's alone can he dispense with the theatrics and contemplate how he might leave it all behind with both his wealth and life intact.

The Ferryman is a Sluice-Devil, an elemental born from polluted waterways resembling gigantic, loathsome lungfish. Spawned by waters poisoned by Nexus' sewage and industrial runoff, The Ferryman is a prodigy among its kind, large and ill-tempered enough to threaten the biggest riverboats. Normally it sleeps fitfully at the bottom of the Yanaze, but whenever it awakens it menaces river traffic, and is even capable of slithering onto land to pursue its vendetta against the city more directly. The Council of Entities has sponsored hunts against it before, successful ones, but killing The Ferryman does nothing to solve the pollution that births it. After one Ferryman is slain, sooner or later, another sluice-devil grows massive and hateful enough to claim the moniker for itself.
 
My RCW game took the players from the Imperial City to Chanos

When they got to the port I wasn't 100% sure what would happen right when they got onto the docks, so I decide to ask what they wanna do as the boat comes in.

The players decide to go into the cabin to have a strategy meeting that ended with two players deciding they were going to have an honor duel as soon as they got off the ship because our Sesus accused our Mnemon of being a warmonger and demanded she swear an oath to be fair in her investigation of an assassination plot.

Which, to be fair, her plan initially was basically to come in, make ultimatums, and beat up whoever had a problem with said ultimatums.

I love honor duels so I am 100% on board with this.
 
Depends on the Charms you have and how far you're willing to walk to actually get there.
The elemental poles should be accessible enough that wanting to go to one is a valid player character goal.

Specifics beyond that point should vary depending on the group, I personally don't think they should be so dangerous that Exalts can't survive without charms to completely negate environmental hazards because necessitating that level of immunity for everyone doesn't lend itself very well to an interesting journey.
 
The elemental poles should be accessible enough that wanting to go to one is a valid player character goal.

Specifics beyond that point should vary depending on the group, I personally don't think they should be so dangerous that Exalts can't survive without charms to completely negate environmental hazards because necessitating that level of immunity for everyone doesn't lend itself very well to an interesting journey.
3e doesn't have anything to completely negate all hazards, but you should definitely have some Resistance and some Survival, because it's a very long journey, and there's going to be hazards. If bonfire or lava or supernatural ice storms aren't stuff you can handle, you probably shouldn't try to go to the poles. Like, it's a valid player goal, but if you dump Resistance and Survival I'm not going to softball it, you might get caught in a firestorm or blizzard!

Like, if it's such an easy journey you don't need Resistance and Survival, why am I running it?
 
That's when you make a magic boat that'll 20,000 leagues under the sea you to the poles.
 
If bonfire or lava or supernatural ice storms aren't stuff you can handle, you probably shouldn't try to go to the poles.
I don't think our positions are actually all that different here, but please define 'handle' in this context.

Are we evading lava while enduring the heat and poisoned gas or are we swimming through lava?
Are we sheltering from the supernatural ice storms until they subside or is the only option to soldier through?

I'm almost always going to find the former more interesting as a storyteller because I find navigating through or waiting out hazards makes them feel more hazardous while taking them on directly tends to feel more like a flex, I don't have a problem with a PC taking a situation like that as an opportunity to flex but this is usually someone's niche due to having charms like Element-Resisting Prana rather than a core competency for the circle to go where they're going.

Though as I said, the specifics should really depend on the group.
 
I think it is fine if there are places a character might want to go but cannot go without specific investment or special measures. Like, it does not matter to me if the Pole of Fire is not somewhere most characters can like, exist, because the person who wants to go to extreme and distant environments for some reason, but also does not want to extend any effort or invest in any resources to facilitate that sounds tedious enough to play with that I do not want to play with that person in the first place.

Like, if you don't have the charms for it, I guess you're investing in a cool vehicle or going on a quest to find ancient survival armour. Making it just a place you can go on the off chance that some guy with survival 0, resistance 0 wants to just be able to show up there in his shirt sleeves absolutely does not appeal to me. You're not getting to the top of the Imperial Mountain without investment in abilities, charms or equipment to help you make the climb either, after all.
 
I don't think our positions are actually all that different here, but please define 'handle' in this context.

Are we evading lava while enduring the heat and poisoned gas or are we swimming through lava?
Are we sheltering from the supernatural ice storms until they subside or is the only option to soldier through?

I'm almost always going to find the former more interesting as a storyteller because I find navigating through or waiting out hazards makes them feel more hazardous while taking them on directly tends to feel more like a flex, I don't have a problem with a PC taking a situation like that as an opportunity to flex but this is usually someone's niche due to having charms like Element-Resisting Prana rather than a core competency for the circle to go where they're going.

Though as I said, the specifics should really depend on the group.
"Handle" like, "be capable of addressing it in some capacity". Have an answer ready for the problem you're likely to face. Ex3 doesn't do total environmental immunity, generally speaking. I'd be annoyed at fluffing a lava resistance roll as noselling being submerged in it and likely would lose interest in the session unless, like, an artifact environment suit or Supernal Resistance/Survival was somehow in play.

If the group is powerful enough to facetank every possible hazard, they wouldn't be sessions to run, they'd be a handful of flavor rolls I call for to acknowledge the players are invested in immunity to this stuff, but I'd be a bad GM to waste a session on "you're just invincible to this threat" rather than "okay, you made it no problem, we're picking up at your destination since you invested heavily in making journeys uneventful".

In the case of the Pole of Fire, specifically, you should probably bring total immunity to fire if you plan to stand in the middle, though.
 
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I generalised because you get close enough with Element-Resisting Prana in most circumstances, reducing the damage of your hazards by your resistance rating is enough to shut down all the hazards in the core except lava (which, I misremembered the damage of but knew it was low) and that includes the touch of the Silent Wind.

Part of why I personally dislike the idea of elemental poles being completely inimical to life that you need Element-Resisting Prana (or equivalent charm) to really consider going is that it ironically makes the survival ability less relevant. If the entire Pole of Fire is effectively one giant furnace then your knowledge of nature, ability to navigate and find shelter doesn't really matter because you're just going to be mitigating damage and that sounds so boring, at least without something like Queshire's 20,000 Leagues Under the Sea premise.
 
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I love honor duels so I am 100% on board with this.
I went to bed and everything went to shit.

We're in a PBP format, right? So the players decided to have the duel while I was asleep, and things got very ugly between them very fast.

To summarize: An assassination attempt was made against the Mouth of Peace, and the players prevented it. They investigated and discovered that Sesus Agelin arranged it. At the same time they find out out that Sesus Nagezzer was sabotaging her in the background to prevent this from happening. Part of this plan was to frame House Mnemon for the attempt, drive a wedge between the Immaculate Order and the House. Justify it by pointing to the MoP and Mnemon regularly clashing over the former's refusal to favor her former house.

They sail to Chanos. One of the PCs is the son of the Sesus Matriarch, and another is a daughter of the matriarch Mnemon. They have an argument over how to handle investigating Sesus. The Mnemon wants to talk to the Mnemon husbands in the house, essentially give them an ultimatum and choose between Mnemon and Sesus.. An NPC manages to talk her down from that, but the Sesus accuses the Mnemon of warmongering and besmirching the name of the Great House Sesus. Mnemon takes immense offense to that, and being a headstrong and dedicated character, she demands he apologize for falsely labelling her a warmonger. He refuses unless she swears an oath to deal fairly with his house.

Now... all of this is good so far IC, good character bits, I'm liking it. So I set up the scene for them to stunt join battle, and go to bed.

It becomes clear from the text while I'm sleeping that Sesus player feels the same way IC as OOC and the two players started butting heads. From the looks of it, Mnemon player tried to clarify she was not warmongering, and the Sesus player responded that she essentially was by telling Mnemon scions to run because that's what you do before you burn a building down. The two deebs fight, the Sesus player wins the duel, and fucking kills the Mnemon player in a single blow. And offers that she take a crippling injury over this instead. The player decides that no, she's not going to do that, and decides that because the characters are clashing so heavily she'd rather make a new character entirely and let this incident be the catalyst that starts the Realm Civil War.

I see now why so many GMs are not a fan of pvp even in controlled circumstances.

Now... Mnemon character is not dying. We have three players total and if she dies either the Sesus character becomes unplayable or the Ledaal character does. Which means at least two players would have to roll up new characters either way. It would entirely abort the current plotline the same moment they arrive in the port to pursue it.

Ledaal player points out that duels to the death between dynasts are illegal and both characters would know this, and suggests they retcon it. But Mnemon player already rejected that. I asked him what he thought about the situation

And to top off this shitstorm Sesus player refuses to talk to me in DMs about the situation and publicly does not want to come up with a solution. Exact words: "I don't think I can prescribe a thing for you to do that will feel good, so I will not prescribe ways for you to change your character or vice versa." He's apparently having stomach problems as well so that's not helping.

*inhale*
*exhale*

So. What I'm thinking is that Sesus' apparent attempt to go for a lethal blow gets noticed and it hurts his reputation both with Peleps (the Air Fleet was resupplying when they arrived so a Peleps scion served as referee in the honor duel) and with his own house. I don't want this to be such a massive blow he can't recover from it, but I want it to make clear that his actions were not okay and have consequences for him as a character. (Maybe have Cara declared the victor because of Daeseong's illegal attempt at a truly lethal blow). I'm running this and a few other options by the other players.

The bigger issue is the OOC conflict boiling over to this extent. I am trying to handle it as best I can but it seems we have two headstrong players with headstrong characters. I thought it'd be okay to have a Sesus character with the Mnemon character because Sesus in my game is schisming over who to side with re:RCW. Apparently not.
 
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I generalised because you get close enough with Element-Resisting Prana in most circumstances, reducing the damage of your hazards by your resistance rating is enough to shut down all the hazards in the core except lava (which, I misremembered the damage of but knew it was low) and that includes the touch of the Silent Wind.

Part of why I personally dislike the idea of elemental poles being completely inimical to life that you need Element-Resisting Prana (or equivalent charm) to really consider going is that it ironically makes the survival ability less relevant. If the entire Pole of Fire is effectively one giant furnace then your knowledge of nature, ability to navigate and find shelter doesn't really matter because you're just going to be mitigating damage and that sounds so boring, at least without something like Queshire's 20,000 Leagues Under the Sea premise.
I mean, my assumption would be that you'd need strong environmental/appropriate-element resistance Charms/Artifacts/whatever and good skill in Survival to navigate there once you don't get killed by a stray breeze anyway, because it's the Elemental Pole. Doubly so for Air/Fire, when even the northenmost/southernmost described locations are various forms of 'magic protection or GTFO'.

Possibly being like, directly on top of the Elemental Pole doesn't need that, but good gear and zero survival training theoretically lets you stand at the peak of Mt Everest too. You'll never get to the peak that way, and moving in any direction will probably kill you, but if you got mysteriously teleported there in full gear you'll live (until your oxygen runs out).
 
There was a really great 'journey to the Elemental Pole of fire' sequence in a novice ST's campaign journal over on RPG.net. They were channeling some excellent weird fantasy vibes, IMO, and the resulting encounters felt appropriately mythic and larger-than-life.

I think it might be worth a read.
 
ST: Off the ships deck you can see a massive island shrouded in mist and churning waters.
Twilight: *Rolls a big lore roll*
ST: From rare accounts that you have heard, this is the Island of Atmu.
Twilight: Wait were are right beside the blessed Isle though.
ST: About the same realization your character is coming to about now. It shouldn't be here. They would also innately under stand that it has come to reclaim what it has lost.

Well that Essence one shot about retrieving a mysterious artifact from a DB prince really became horrifying towards the end there. We tossed that shit into the sea LMAO.
 
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I mean, my assumption would be that you'd need strong environmental/appropriate-element resistance Charms/Artifacts/whatever and good skill in Survival to navigate there once you don't get killed by a stray breeze anyway, because it's the Elemental Pole.
I'm curious, do you apply that to Malfeas and the Labyrinth?
I don't disagree with the Elemental Poles being inhospitable but question the idea that (for example) the Pole of Water is inherently more dangerous than traversing Kimbery.
 
I'm curious, do you apply that to Malfeas and the Labyrinth?
I don't disagree with the Elemental Poles being inhospitable but question the idea that (for example) the Pole of Water is inherently more dangerous than traversing Kimbery.
I suppose there's a terminology thing. Using the Elemental Pole of Earth as a reference, as it's by far the best charted (and also the safest), I think of the Seat of Paisap proper as the Elemental Pole (with reference the the conversation that spawned this, the one area where jade needles just stop working). The Labyrinth would, in scope (not in size, it's much bigger) span a relative difficulty level of Meru to the Seat of Paisap, modified by the fact that the Void hates living thing more than Earth.
Malfeas is an entire dimension of itself, and doesn't have any sort of obvious graduation in danger (because most landscape features are themselves demons or Yozis) but aside from the radioactive sickness I'd say it ranges from the Endless Prefecture to the Seat in terms of survival difficulty, plus the fact that the terrain is living and may want to kill you, specifically, today.
Of course, some things are more inherently dangerous than others, and so you'd need far more raw environmental damage reduction to cross the oceans of Kimbery than the regular water of the far West, this is just regarding the difficulty of the non-damage, non-encounter portions of things.
 
I think the Elemental Poles should be survivable enough that you can actually use them at the table. If they're so deadly that nobody ever goes there, what's the point?

So if I'm running the game, the main danger of the Poles would be the absurd number of high-Essence Elementals living there. The environmental hazards are survivable with relatively basic Charms and / or the protection of said Elementals, but there's an entire Yozi soul hierarchy equivalent of powerful spirits living there and you had best not piss them off.

Two dozen Essence 8+ spirits can kill any Exalt. But they can also spare a mortal.
 
I think the Elemental Poles should be survivable enough that you can actually use them at the table. If they're so deadly that nobody ever goes there, what's the point?
The point is that they're pillars of the world and heavily influence their respective Directions >.> Not everything in your gameworld is meant to be explorable or survivable. The Jade Pleasure Dome is forbidden to Exalted under pain of death. But it still has a purpose.
 
I mean travelling to an elemental pole should be kind of a big deal, right? A legendary deed on its own right.

I think it's more than fair that if a player expects to travel to, say, the geographical epitome of fire, the most fire there is in the entire world, the stovetop realm of the fire elementals, itself positioned at the outermost edge of creation past miles and miles of all-scorching desert, hostile Wyld marches and stranger things besides, then a suitably legendary degree of preparation should be required.
 
The way I'd run Elemental Poles, Sanctaphrax's hoard of Elementals and
  • Fire is too hot to survive without magic
  • Air is almost too cold to survive without magic, also the winds bottom out around gale-force
  • Water is Deep, several miles down
  • Earth and Wood are solid and require tunneling to reach
 
The point is that they're pillars of the world and heavily influence their respective Directions >.> Not everything in your gameworld is meant to be explorable or survivable. The Jade Pleasure Dome is forbidden to Exalted under pain of death. But it still has a purpose.

You know, the Sidereal book has a sidebar entitled "entering the dome". And I think entering an Elemental Pole is a step or three down from that. I'm not saying it should be easy, but travelling from the Blessed Isle to one of the Poles strikes me as a great concept for a Terrestrial game.

The Jade Pleasure Dome is actually a good example of how this sort of location should be handled. It's not cloaked in boring insta-death radiation, it's inhabited by astoundingly powerful and genuinely interesting characters. The main danger of crashing the Dome is that the Incarnae will be pissed; the main dangers in the Poles should also have personalities and motivations and mechanics that every PC can meaningfully interact with.

A binary "do you have a bunch of Solar-level Survival Charms or not" check just ain't much fun.
 
I find there's generally less pushback on the idea of moving across a Yozi that's also one massive environmental hazard because in the grand scope of things they're more likely to be cool action set-pieces on which you battle demons or Infernal Exalted. For example, the first time we saw rules for surviving Kimbery was back in 1st​ edition Blood and Salt where being sucked into hell through her was a very real consequence PCs might face from battling Dukantha.

While with the Poles the main hypothetical being considered is that the PCs just decide to go to go to the Elemental Poles for some reason, hence an attitude that's more "you need these charms to not die, deal with it punk" that'd probably be less than constructive in the Dukantha situation.
 
Yeah like I get the pushback to the idea of 'Have X Or Die' when it comes to exploration of locales, but the Poles are like, from day 1 they've always been more interesting as a holistic entity than as actual individual locales. You are never really expected to go to the Poles, and the gameline has never really gave any indication there's anything actually interesting out there to interact with.
 
Like, to be clear, the area around the Elemental Pole of Earth, the by far safest, most well known Pole, is described like this:
3e The Realm said:
The higher one climbs, the colder and thinner the air, the more chaotic the power that grounds itself in
demesnes and broken manses, and the more dangerous the creatures that stalk the slopes — wrathful elementals, bound demons, mad gods,
and unnatural beasts spawned by unraveling sorceries of the Anathema.
2e Compass of Celestial Direction I - The Blessed Isle said:
At this point, there are dangers, for the raw Essence of the mountain's peaks is sometimes treacherous, creating demesnes that cannot be capped by manses. These currents of Earth Essence have been known to crush the bones of those caught in their flows, to transform flesh into stone and to carry men along on waves of purest Essence, absorbing them into the very stone some distance away.
So, yes, there are hazards that are creatures that have to be negotiated with (2e mentions the Court of the Omphalos who guards the Seat of Paisap). The environment is also a hazard that you just need to have enough environmental damage reduction and/or raw healing to survive. Because, once again, the peak of the Imperial Mountain, the most well known Elemental Pole... does not get visited by people. This isn't a place where you need a cutout for mortals to survive in because mortals are not supposed to visit here. For that matter, the Exalted don't, either! Meru is built a fair bit below the peak. 2e has a mechanic where meditating at the peak regenerates Essence, which would be more relevant if you didn't also have to spend a lot of Essence getting there in the first place.
 
2e has a mechanic where meditating at the peak regenerates Essence, which would be more relevant if you didn't also have to spend a lot of Essence getting there in the first place.
Given at least two celestial circle sorcerers with the spell The Faithful Ally, could set up a relay system for people being rotated back to the peak to recharge, then returned to a battlefield anywhere in Creation soon enough for the battle to plausibly not already be over. Might be a handy trick for besieging a Deathlord.
 
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