Sounds like a good excuse to create something interesting to put there.
*side eyes Stanewald*
I feel like there's room for inspiration.

Just from the top level overview, the poles feel like they fit a story where influencing the whole of Creation in some way requires a visit to one of them there, or a way to get in touch with the elements in a manner so profound as to be forever changed and empowered by it.
 
My take on the Elemental Poles is that if you were to look at Creation from above, then the Poles (minus Earth) would look like spokes that jut out from each 'side' of the world horizontally, extending into the Chaos around it. Some of this is just because that mirrors the Shang Dynasty's cosmological model of a four-sided world with four extending spars that anchor it to the heavens, but the rest is because of how the Elemental Poles represent bizarre extremes where Creation begins to fall in on itself.

The world is intended to be built out of five elements woven together, but the individual Poles operate completely counter to that paradigm. You'll find precious little Wood at the Pole of Air, and precious little Air at the Pole of Water. Even defining them as physical objects is mostly a stylistic conceit of in-universe texts; the Poles are essentially the points where the increasing mono-elemental bias of a Direction starts to warp it in ways that deviate more and more from what would be considered "normal", even for Creation's somewhat looser standards of normality.

As you journey South, you'll eventually find great expanses of glass - deserts whose sands were braised into a molten sea by the first dawn, and which melt and run anew with each dawn since. There are places where gold, iron, lead, basalt, and all manner of other metals and minerals run in great rivers (often with crumbling First Age facilities which once dredged and refined their contents).

But if you keep going, if you set your sights on the Elemental Pole of Fire itself, you'll eventually reach a point where even these break down. Eventually, you will find yourself in an environment where there is Fire Essence and nothing else. Whether that infinite pillar of flame extends vertically or horizontally is a matter for philosophers, because the Pole is a place where Fire consumes all other things.

So it goes for the other Poles, as well. Wood is interpreted as either a fused-together jungle or an impossible, gnarled ur-tree of tangled wood, both engulfed by a half-solid miasma of choking pollen. Water is a point of endless blue, where the sea climbs into the sky and swallows it in an endless waterspout. Air is a glacier that extends forever upward and forever Northward, with ever-more-bitter and brutal winds howling around it as you go.
 
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.
oh yeah I specified _middle_ for a reason. Like, the Pole of Fire is a huge, huge place. At the center of it is basically an infinite firestorm and Heshiesh's sleeping body, but there's also fire elemental courts and Jadeborn and weird mystical stuff all around it. Same for the other Poles, there's an extreme expression at a center, but then tons of weird magic stuff in an inhospitable-but-not-instadeath environment around it.
 
Going to be STing my first exalted 3e anadboz game. Most of my experience as a DM is short one shots or dungeons. Any advice for sandbox games or for running 3e?
 
Going to be STing my first exalted 3e anadboz game. Most of my experience as a DM is short one shots or dungeons. Any advice for sandbox games or for running 3e?

First off, when running Exalted, keep your players' splat in mind. Each splat represents a different kind of heroic archetype, from the noble line of heroes to the everyman to the mysterious stranger on a hill. A Sidereal Chronicle is going to be very different from a Solar or Lunar game.

I can't really compare 1e/2e to 3e but I will say this in regards to combat:
-Combat can be a bit of a slog
-Your players' characters are MUCH stronger than you will plan for, believe me
-Trivial opponents are really good for encounter building, don't sleep on them
-Battle groups can be obscenely strong with a good commander. This cuts both ways tho.

For sandbox games, keep in mind even sandbox games need structure to them. My suggestions are twofold:

1) Come up with a villain's plot and what will happen if the players don't do anything. Then let the players discover the plot somehow and see what happens. In my Fortitude game, I had every fire go out in the city at once and be unable to be relit just as a winter night began to settle in; if the players didn't do anything then much of the city was going to freeze to death. In my RCW game, the players were at a wedding interrupted by an assassination attempt against the Mouth of Peace.

2) Build out encounters but don't proscribe a location for them so you can reuse them later if the players avoid it/miss it. I like to make a mental encounter, a social encounter, and a physical encounter for each session, to go alongside the three attribute categories. That's not to say they have to be solved the way I come up with, but by giving yourself this kind of structure you have.

Preparation. Preparation. Preparation.

Winging things, in the broad strokes anyway, is a terrible idea.
ESPECIALLY prepare for things to go wrong and for your plans to go off the rails. Because in my experience while players will usually at least *try* to follow what you have planned, the details always go wrong.

Oh, and take notes. Especially if/when you improvise.
 
Many players flounder when given a completely open sandbox, so make sure you have something to bother them, and something for them to work towards.

Threats don't have to be legitimate, and it's good to give your players some opponents that they can trounce to build confidence, as HalfTangible says, trivial opponents are useful for this.

When your players do something impressive or help someone out, give them allies or contacts or influence to reflect the gratitude and opportunism of the people around them. It helps get them invested in the characters of your setting, and begins to establish whose side they are on.

You don't need to track your players every charm and dot, but you probably should plan around their intimacies, and what they are focused on doing. I keep a document with all my PC's intimacies for me to reference during planning and in session, because the intimacy system is how they tell me what they want to engage with in game.
On their focus, if your players are investing all their charms and xp in kicking ass, don't plan for an investigation focused game about political intrigue.

Talk to your players! Talk before the game and after. Ask what they enjoyed and did not, tell them what you enjoyed and did not.
 
Also, keep an eye on what sorcery they have access to. Sorcery has a lot of varied, very powerful effects, so it can easily change something from a significant obstacle to something trivial, and in a much more binary ways than a lot of early charms. Some of the damaging effects can be especially dangerous to formations, so if they have them be prepared.
 
Something I been noticing with newer players. Craft and Sorcery reaches out to them like a Siren call. I don't mind to much since we use pretty solid houserules for crafting. But I just find it kinda funny.
 
What houserules do you use for Craft, MiracleGrow?
We're about to get into an arc where the twilight in my group tries to rebuild an ancient superweapon, and all I've been doing with craft is ignoring the craft xp rules and issuing difficulties and target numbers just like in sorcery.

It barely works and cuts the charm tree down by two thirds; I'd like to find a more elegant solution.
 
Something I been noticing with newer players. Craft and Sorcery reaches out to them like a Siren call. I don't mind to much since we use pretty solid houserules for crafting. But I just find it kinda funny.
Funny but unsurprising imo. Crafter/artificer roles tend to be a pretty popular choice for role play games, as are mages.
 
Preparation. Preparation. Preparation.

Winging things, in the broad strokes anyway, is a terrible idea.
I'd like to expand on this. You'll never prepare adequately for everything a circle of Exalts can do, instead dedicate your mental resources to getting an adequate handle on the personalities of your player characters' personalities because intimacies don't tell the complete story.

Once you know that you'll possess sufficient leverage to keep enough of them within the broader boundaries of the story you're trying to tell.
 
What I'd recommend with regards to preparation is prepare actors, don't prepare specific events. Get a feel for the significant actors in the region, their capabilities, plans and personalities. Whether it's Exalts living there, a Liminal ghosthunter passing through, an Infernal trying to stir up unrest or the local merchant prince with an iron grip on the docks and harbor, all of them should have personalities and reasons to care when something happens in the region. Then, when the players inevitably do something unexpected and do a big thing X, you can have all the actors react to the big change, whatever it may be, using them as potential allies, enemies, sources of information and so on. And they're easier to recycle should the PC dodge them than something like a location would be, so your hard prep work doesn't go to waste.
 
What I'd recommend with regards to preparation is prepare actors, don't prepare specific events. Get a feel for the significant actors in the region, their capabilities, plans and personalities. Whether it's Exalts living there, a Liminal ghosthunter passing through, an Infernal trying to stir up unrest or the local merchant prince with an iron grip on the docks and harbor, all of them should have personalities and reasons to care when something happens in the region. Then, when the players inevitably do something unexpected and do a big thing X, you can have all the actors react to the big change, whatever it may be, using them as potential allies, enemies, sources of information and so on. And they're easier to recycle should the PC dodge them than something like a location would be, so your hard prep work doesn't go to waste.
Yeah, you want the relevant people all ready to go before the PCs show up.
 
Shomshak's pentangle system is especially good for that. Once you have a stable of factions with their own power bases, you start seeing how they affect each other (which produces plothooks), and you have a readymade framework for how a society will react to new events.
 
Shomshak's pentangle system is especially good for that. Once you have a stable of factions with their own power bases, you start seeing how they affect each other (which produces plothooks), and you have a readymade framework for how a society will react to new events.

What is this and where can I find it?

Don't know the specifics here, never heard of the pentangle system, but it reminded me of something I like to do when I'm writing, so:

Make 5 factions. Make them all unique from each other, give a brief overview of their goals and motives, see how they differ from the other 4, find ways they can overlap with or contradict each other.

If you only have 2 factions, you quickly slide into good vs evil because they're only defined by their opposition to one another. 3 ends up as extreme good, extreme evil and neutral. 4 you just end up with two tag teams which just puts you at 2 again. If you make it at least 5 then the conflicts between these factions ends up being multifaceted and multipurpose rather than a flat spectrum. The color system in magic is a decent example; black and white are not just evil and good, they have specific themes and ideas that link them to some colors and push them away from others.
 
What houserules do you use for Craft, MiracleGrow?
We're about to get into an arc where the twilight in my group tries to rebuild an ancient superweapon, and all I've been doing with craft is ignoring the craft xp rules and issuing difficulties and target numbers just like in sorcery.

It barely works and cuts the charm tree down by two thirds; I'd like to find a more elegant solution.

I'm not MiracleGrow, I've got some house rules that I'm pretty proud of. A number of people have used them and told me that they're a great improvement.

What is this and where can I find it?

Behold my mighty Google-fu.
 
What is this and where can I find it?
You can find the full outline here, complete with Exalted-specific examples, but essentially it involves applying an anthropological idea called 'social forces' to worldbuilding. Specifically, these are;

Political power is authority itself, of being in charge because you occupy the office that says you're in charge. It's circular in that it's 'do what I say because I'm the person who says what to do', but it's legitimate in that people generally agree that somebody has to hold this office, and most importantly it's invested in an office rather than a person, so it lends itself well to problems about usurpations and power struggles - this is your 'claimants to the throne' fights, organisational struggles over appointing positions, etc. Who's in charge giving orders? What long-standing institutions will resist attempts to change society? What institutions might back your Circle in their attempts to shake things up, because they'll shake things up?

Economic power is the authority of wealth, the Golden Rule; whoever has the gold, makes the rules. It's more than just gold though, it's also necessities, and how things are produced and distributed - farmers have economic power because everybody needs to eat, for instance, and indeed IRL farmers are often relatively wealthy with meaningful lobbying power, even if a lot of that wealth is tied up in land ownership and heavy equipment. What are the necessities in this society? What are the luxuries? Who produces them? Who distributes them? How do they maintain their monopoly on production/distribution? A smuggler's outfit and a mining guild are going to try very different ways of keeping control over their resources, even if they're trading the same gemstones.

Ideological power is the authority of belief, of causes and faith that exist in tandem with the structure of society. Heads of religion, cults of personality, civil rights movements, even mob rule, although a mob's ideology is usually pretty basic and destructive - there's enormous breadth here, but the point is a Cause that invites allegiance and motivates action. What values does your society promote, or at least claim to? Who are the agents and defenders of these values, what privileges do they demand for doing so, who objects to their power, and do they object to the cause itself, or merely that its agents have subverted it somehow?

Military power is fairly straightforward, the authority of violence - although it can manifest in a few ways, from threats, "do what I say or I'll kill you," through protection, "do what I say or they'll kill you," to aggressive causes, "do what I say and I'll kill them,". Point is, whose power is based on violence? Is that violence sanctioned and regulated, or are they just too dangerous to keep in check?

Technical power is the authority of expertise and specialist knowledge, of being in charge because you have complex, rarefied skills that nobody else has; the monks of medieval Europe held ideological power as members of the Church, but also technical power as a bastion of learning in a largely illiterate society, while today doctors and lawyers command considerable respect for the extensive training required for their trade, enough that 'surgeon' is often used in fiction to mark someone out as an intellectual elite. What specialized skills/knowledge does this society value? Who has those skills, and how do they use it?

As a case study, when I was designing Ulsath I went through it figuring out who had which kinds of power, and then because this was a game setting, asked what problems and tensions were at work there. The result ended up as a wonderful mess that's dripping with potential chaos for players to engage with, and I really should convert it from notes into a proper writeup one of these days, but in brief I started with the idea of a country defined by rampant interbreeding with all kinds of magical creatures to maintain an aristocracy of god/ghost/demon/raksha/whateverbloods, which was subsequently conquered by a proxy of the Realm, and threw off that yoke shortly before the Scarlet Empress vanished.

So, political power rests with Ulsath's parliamentary monarchy, and its tension is the many power struggles between each of the constituent clans, and the clans as a whole and a reigning monarch whose power was greatly expanded as part of the colonial regime, a fact the old guard have not forgotten.
Economic power rests with the practical power of the aristocracy's mystical might, as well as the professional thaumaturgist class they patronise, and its tension is the need to bring some semblance of order to an economy in chaos after a violent revolution, when the foremost tool for doing so is the centralised system of tribute extraction left over from the days of colonial oppression.
Ideological power rests with both the traditional faith of the Blood Tree (whose roots are well-watered and whose branches are many and strong), and the Immaculate Order, which preaches to the commonfolk that they deserve a measure of dignity and power in their own right rather than by riding the coat-tails of magical children, and its tension is the struggle between the two.
Military power rests primarily with Ulsath's magical nobles and their levied armies, and faces many, many challenges - swelling peasant rebellions stirred by Immaculate sermons, a rise in the Hungry Dead as fallout of the revolution, the looming spectre of the Scarlet Empire and its proxy, etc.
Finally, Technical power rests with the class of professional thaumaturgists, primarily the geneologist's guild responsible for assessing the weight of inhuman blood each clan boasts, and its tension is a reflection of the spectacular degree of corruption the clans promote within that guild for obvious reasons.
 
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Hello, my fellows.

I've been poking around, and I found out that Reminiscent Oasis wrote up an Incarna called 'Nox,' as well as a Splat balanced for 2e. I've called upon my Efficient Secretary (Google), and failed to find anything but threads praising this creation, and mentioning that our dear desert respite is too burned out to convert them to 2.5, or 3e. I am saddened, but fine with this - but I wish to peruse this thing, made long ago and only revealed to me by chance, though my Lore rating has failed me. Would anyone care to cast the Shadows of the Ancient Past back for me, and let me peer through time to a day when I wish I had already known of Creation and its wonders?

(I would also like to know if he ever completed his Szoreny charm set - he apparently had over 60 charms, but no Shintai. I love ES and Revlid, but RO wrote Mardukth, so I'm curious to compare and contrast.)
 
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