Honestly when everyone was talking about 3e Eye I was just thinking "This is basically what Mayuri Kurotsuchi is like, isn't it?".

Which is bit weird because the reason I came here was to ask if anyone had done any write-ups for Amalions Second Circle Souls, but what can you do?
 
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The Siege of Ydanna features a group of thaumaturgic puppeteers. Here's a bit on the concept of autonomous puppets they make.

Autonomous Puppets and the Sage-and-Beast Manikens

Truly autonomous puppets are rare. Expensive to produce with rudimentary programing, the one advantage they offer - autonomy from a vulnerable puppeteer - is more easily procured through the use of summoned demons or trained agents. Nevertheless, certain puppeteers continue to pursue the ideal of autonomous puppets for their own purposes, creating rudimentary puppets which can perform simple tasks such as playing (select) music or performing highly ritualized behaviors such as a tea ceremony. One acclaimed device was even able to carry on a conversation, though it could do little more than respond to pleasantries. Nonetheless, certain promising inventions have come from this research. Namely, the creation of the Sage-and-Beast Manikens.


The Sage-and-Beast Manikens are puppets of steel and jade, with joints of prayer wheels and muscles of glamour silk. In place of a heart lies a single memorial tablet of soulsteel inside of which lies bound the po of a vicious warrior (or cruel beast). In place of a brain lies the same, holding the hun of a virtuous mortal. The disharmony between the two eventually drives the Sage and Beast Manikensmad. Despite this their creation continues, for they fuse all the virtues of puppet and mortal; the strength and versatility of the former and the autonomy of the latter. Sage-and-Beast Manikens are most often created as soldiers and weapons of war. Their untiring metal bodies and fearsome inbuilt arsenal make them a terrifying force on the battlefield. Their inevitable psychosis makes them just as terrifying in peace
time.
 

Free Metropolis - Telarch, The Capital That Was

The Adamant Champion Theorem of Limitless Accordance was created during the ill-remembered middle chapter of Autochthonian history, when the Octet were ruled by the Elevated Aristocracy. Initially the personal champion and mistress of the powerful Autarch of the Ceoran Dynasty, after his death she became a regent in all but name for his myriad descendants. Eventually she ascended into a palace complex of the Ceoran dynasty and later a capital city which at one point held hegemony over vast swathes of the Octet. When the Dynastic Era came to a catastrophic end, Telarch became a bastion of royalist holdouts from across Autochthonia, detonating the tram lines between herself and the rest of what is now Yugash and drifting into the Far Reaches with a treasure trove of supplies, wealth, weapons, and now lost technology. The royalists believed that theirs would be a temporary exile, that they would eventually be returned to power by sympathetic counter-revolutionaries. They were wrong.

Though fortified and concealed by municipal charms and well provisioned besides, Telarch was never meant to serve as a self-sustaining population center indefinitely, and its leaders were too proud to resort to more utilitarian measures to change that. As the reality of their banishment dawned upon them, the Elevated decided that instead of facing a future that might not belong to them, they would live forever within the past. Collectively, the people of Telarch retreated to their estates, ball rooms, theatres, and thrones. And then, Telarch activated the Perpetual Inertia Dampening Array, and froze them eternally in that moment.

A baroque, spiralling ziggurat of onion-domed towers and triumphal crystal arches, today Telarch is a tomb for the living, a colossal grave marker for a dead era as it was imagined rather than as it truly was. Her Elevated nobles stand in diorama perfection, transfixed in poses and scenarios they believed would best communicate and preserve their dignity. The last Ceoran Autarch still holds court in his throne room, as he has done for years uncounted, his advisors and kin arrayed about him in petrified finery. In the triumphal roads leading to the civic center, royalist battalions, war machines, and Alchemicals stand at perpetual attention, dressed as if they were at a military parade. Royalist servants and commoners lie preserved in more humble stasis niches, or exist as props for the grand pantomimes of their masters. To this backdrop, Telarch adds holographic recreations of events from her own history, replaying endlessly for an audience of none but herself. All throughout, legions of security constructs and walls of hard light stand ready to protect the memorial from any outside disturbances.

Eternity Denied

Beneath the sterile diamond facade, Telarch is a crumbling edifice. The stasis fields are present only at select locations in her precincts; public monuments, scenic landmarks, the dwellings of the wealthy, and the out of the way stasis niches. The rest of the city suffers the ravages of time just as any other metropolis. Though Telarch awakens key individuals at regular intervals to perform necessary maintenance, they can only do so much before they must return to their slumber, lest they face the long death of aging. As everything that makes her an actual city slowly but surely falls apart, Telarch prioritizes maintaining the main stasis fields over all other repairs, unwilling to let her eternal remembrance end before she does.

What's more, in the years since the War of Ashes, Telarch's nation chamber, a cylinder whose heights shed dim light and whose floor is covered in pristine shallow lakes, has begun drifting back towards the Octet. Her automated defenses and concealment mechanisms gradually degrade, forcing her to rouse royalist soldiers for increasingly extended periods to protect her masters and their hoarded wealth from gremlins, tunnel folk scavengers, or Octet explorers. Long isolated from the Eight Nations, Telarch knows little of the outside world but assumes that its still hostile to the Elevated, while the heavily edited histories of the Octet are similarly ignorant of the royalist city.

Gazetteer

The Egress Imperial is the city's primary entrance, a towering gate decorated with holographic depictions of scenes from the Tome of The Great Maker and the rise of the Ceoran dynasty. Intended to awe visitors, it was once decreed that the gates would remain forever open, that the splendor of Telarch would be visible to all. Today the gates are sealed by doors of blackest soulsteel graven with apotropaic glyphs. Flanking the door are two royalist colossi, preserved by stasis fields but roused whenever something unwisely attempts to enter the city through the front entrance.

A citadel of fluted towers and stained glass at the very pinnacle of the city's superstructure, The Forum Autarchic was the palace of the Ceoran dynasty, a nerve center that at one point held vast swathes of the Octet in its thrall. The throne room at its heart preserves not only the last examples of the Ceoran lineage but the exiled scions of allied Elevated dynasties, fled to Telarch with their own retinues and treasuries. The Forum also contains government offices, residential quarters, and archives, as well as examples of the bizarre exercises in decadence that were common among the Elevated in their final decades: feasts of the sacred clay used to mold the flesh of Alchemicals, art galleries of servants surgically altered or augmented to meet abstract aesthetics, the brains of savants preserved Neural Familiar Casings to eternally serve as advisors, and Subjectivity Projection Cradles from which elderly Elevated remotely piloted soul-gouged proxies.

The Verdure was once famed across the Octet, a set of domed pleasure gardens housing some of the final samples of lost Creation's flora. While not covered by the stasis array, the environmental systems in the domes have malfunctioned and filled them with a variety of extreme climates. Instead of withering, the plant life has by some miracle metastasized, the sealed gardens turning into impromptu terrariums. Other life from the Reaches has colonized the domes and filled out niches in desperate, violent ecosystems, each unique in its own way. Fearful of letting some of the last known plants in the city die, Telarch has done little more than block off the Verdure, letting only water and energy enter the district.

A several story brutalist cylinder made stark against the city's otherwise byzantine aesthetics, The Spire of Concern was where the ruling dynasty stored their most dreaded artifact weapons and experimental prototypes. When the Dynastic Era collapsed, the fleeing Elevated added their own doomsday devices to its vaults. Over the years, Telarch has obsessively cataloged every item several times over as an exercise to stave off less productive forms of madness. Any who manage to make it into the armory-spire would find that she has turned it into something of a museum, her musings and annotations on its contents playing endlessly over the audio systems, somewhere between guided tour and stream of consciousness.

Dramatis Personae

Blunt, practical, and modest, the Soulsteel caste engineer Architect of Imperative Outcomes, is everything Telarch is not. His pragmatic genius is exactly why Telarch regularly awakens him to perform maintenance on her failing systems, and of the city's few waking residents he is one of the most aware of just how much time has passed since the Dynastic Era's end. When the decision was made to activate the stasis fields, Architect withheld his own objections out of love for his masters. Now, after centuries of intermittent awakenings tending to a slowly decaying mausoleum-city, he increasingly views the entire exercise as a lost cause and his masters as irreal parodies of themselves.

The Autuarch's heir presumptive, Ceoran Idone was raised from birth to inherit a throne that would never be hers. When the stasis fields went up, the young woman chose to spend her last waking moments alone on a balcony overlooking her favorite vista of the cityscape. A few days ago, the stasis field preserving her sputtered out. Telarch has advised her to remain inside her residence until the field can be repaired, but Idone retains a spark of youthful rebelliousness that her tutors could not erase, and has been making surreptitious expeditions into the city, more out of curiosity than anything else.

A fanatical old soldier, General Ardellan was one of the leaders of the royalist holdouts and part of the faction that proposed activating the stasis fields. For years uncounted he sat upon war-rodent steed in his parade livery, sword raised in defiance of time and reality. Now Telarch rouses him from his slumber to oversee patrols and direct refortification efforts with increasing frequency. The old man views the outside world as fallen to degeneracy, his proud civilization destroyed by grasping usurpers, inventing lurid stories of how he imagines the modern day to be. Ardellan has begun preemptive offensives against tunnel folk bands detected near the city, believing that in the absence of the Elevated, the entire Octet has collapsed and that the tunnel folk are all that's left of humanity outside Telarch.

A Nuradi eleemosyne on pilgrimage by foot, Ormea stumbled across the outskirts of Telarch by chance after taking a wrong turn in the Reaches. By stroke of luck the mendicant managed to avoid the security measures and find a way into the city's more neglected precincts. While possessed of neither a plutarch's eye for sums or a sodalt's technical aptitude, Ormea recognizes a big pile of resources when she sees it, a big, potentially lifesaving pile of resources that Nurad desperately needs. The treasure trove could also be her tomb however, the mendicant's supplies are running low and she has no idea how to get back to Nurad.
 
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Going back to this.

I mean, you could easily have a day-long conversation with 3E lover where she bombards you with her entire life philosophy on why love is a lie, and therefore, you should commit sudoku and just go "no, lmao" due to integrity charms, and then she stabs you and you reveal you were a glorious solar doombot all along.
You could, but her Ex3 approach lends itself more to her doing the comic movie antagonist stunt where they kidnap the love interest to force an emotional conflict, which I'm not going to pretend isn't derivative in it's own right but it's not rooted entirely in social attacks to impose negative feelings onto the player characters which I think is the main problem with the decadence approach. Those fabulous parties and grandiose plays have basically the same issue as the seduction for me, they promise to be predominately off-screen event that you're told how your character feels about them and how they now see the rest of the world as a result.
 
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The Lover's been having this debate for centuries, if not millennia, and while a Solar with integrity charms is going to be hard, you are not the first person to tell her she's wrong. Exalted's social system is built precisely so it's not so easy to just "no lmao" someone like her.

Like... assuming that this is the first time either of you have met or heard of each other (unlikely in a campaign context) she would probably inspire you and your comrades with submissiveness, despair or fear long before you get to the debate. And then she'd leverage that feeling of despair as a major intimacy (because inspire does that) to instill you with something related to one of your other intimacies.

If this debate goes on all day, then you're probably taking breaks. Having opulent dinners. Talking to her thoroughly broken servants. All of which is geared towards filling you in particular with despair. Your will being slowly ground down over the course of hours.

And if you do happen to have gone Integrity Supernal... well, okay? I don't see that as a flaw with the Lover. You wanted to have a will of iron, and so it carries you through the day.

My point being that you do not just 'lol no' the final boss of a campaign.
 
I think the failure state with most versions of the Lover Clad I've seen (and one that the evil fairytale queen of 3rd edition potentially averts) is assuming player characters want to hang around the Fortress of Red Ice for very long if they're not already her servants. I think it requires a rather specific player (hence my earlier argument about genre).
 
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I mean, speaking from a 3E perspective, I can't see many reasons other than "you want something" and "you want to kick her ass."

If you're dealing with the Mask of Winters or the Silver Prince, there could be delegations, diplomatic events, and genuine exchange on some level. The Eye and the Walker are mercenary, you can commission their services, have a mutual laugh about it and walk away. The Black Heron at least probably makes being around her somewhat enjoyable when she's Princess Magnificent, and the Bishop attracts those interested in matters of faith.

Unless she's stolen something or someone you desperately need, or you want to sabotage or attack her, who would, for what reason, undertake the trek into the far north's wasting tundra to visit the bleak rampart of bloody ice where love and hope go to die? A genuinely desperate mortal, maybe, looking for any answer to an impossible problem, but I struggle to think of many alternative reasons for a circle of the Chosen to decide to spend a week or two with the worst person they know in the worst place they know, surrounded by relentless nihilism and bleakness, on the hope that the gifts you receive aren't poisoned apples.
 
Unless she's stolen something or someone you desperately need, or you want to sabotage or attack her, who would, for what reason, undertake the trek into the far north's wasting tundra to visit the bleak rampart of bloody ice where love and hope go to die? A genuinely desperate mortal, maybe, looking for any answer to an impossible problem, but I struggle to think of many alternative reasons for a circle of the Chosen to decide to spend a week or two with the worst person they know in the worst place they know, surrounded by relentless nihilism and bleakness, on the hope that the gifts you receive aren't poisoned apples.
The Exalt type most likely to interact with her without being literally in service to her are still Abyssals. Who may visit said bleak fortress for reasons ranging from "you're here to deliver a message from your Deathlord" to "your Circlemate works for her, and you have a little arc where they have to go report to her and the rest of you enjoy her hospitality and interact with her weird ghosts' to "you're a deathknight-errant on the run from the Bishop, and she's willing to take you in temporarily to fuck with him, although she'll obviously try to convince you to enter her service instead".

Apart from that, yes, "you want something from her" is a typical motivation for going to see a reclusive evil witch queen who you're not literally trying to kill, in addition to also being the main reason you'll talk to a wide variety of characters in this game. In her case, it encompasses a vast array of stories. You've gone to bargain with her to undo a curse she's indirectly placed on someone, and she'll do it, but the price will be heavy. You need the expertise of arguably the most powerful necromancer in existence who can actually reliably hold a conversation. She's taken in your friend's broken-hearted son, and you're trying to get him to come away with you again without offending her. You need a horrifying soulsteel artifact that she has.
 
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Yeah, I feel like a problem with the Lover (without being one of her personal Deathknights) is that it's hard to interact with her without being screwed. Like, she sets up elaborate tests to drive people to despair, and either they die during them, they break, or they pass them and she kills them anyway.

I think she'd be stronger if she was someone you could go to for help, and the assistance and advice you get from her doesn't have any hidden traps, but the price for her help is something that she think will make the world worse.
 
Apart from that, yes, "you want something from her" is a typical motivation for going to see a reclusive evil witch queen who you're not literally trying to kill, in addition to also being the main reason you'll talk to a wide variety of characters in this game. In her case, it encompasses a vast array of stories. You've gone to bargain with her to undue a curse she's indirectly placed on someone, she she'll do it, but the price will be heavy. You need the expertise of arguably the most powerful necromancer in existence who can actually reliably hold a conversation. She's taken in your friend's broken-hearted son, and you're trying to get him to come away with you again without offending her. You need a horrifying soulsteel artifact that she has.

I mean, aye, fair enough, it all depends on the story you're ultimately trying to tell. But that still boils down to "you should never be near her or even within spitting distance of her house unless she has a physical thing or person you want."

But I feel like that's the kind of position where she's so awful that you'd only do that if there were no alternatives. If you need to lift a curse she laid on someone, I can think of 20 things to do before asking her. If I needed a Void Circle Necromancer's help, I could ask several other people who wouldn't take it as a personal offense if I believed in the concept of love. She'd never do anything nice for you that didn't ultimately make your life more miserable, she'd never teach you anything that wouldn't make you a worse person, and if she thinks you're just that one millimetre too nice, she'll put you through the events of a goddamn SAW film.
 
I meant in the sense that I can see her tests taking her outside of her fortress. She's always felt like one of the more stay at home Deathlords and it's always been a stupid idea to visit her if you're not already aligned with her beliefs.
 
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Abyssals is currently at $136,769 with four days left to go. Exigents closed at $163,559. Both on Indiegogo.

Meanwhile Lunars got $288,526, Sidereals got $223,142, Essence got $349,260, and Dragon-Blooded got $331,392. All on Kickstarter.

Alchemicals is at $144 500, 39 hours from completion on Backerkit. So maybe Backerkit is a little better than Indiegogo?

I meant in the sense that I can see her tests taking her outside of her fortress. She's always felt like one of the more stay at home Deathlords and it's always been a stupid idea to visit her if you're not already aligned with her beliefs.

The book says she seeks out people to give her trials to, so it seems a safe bet that you can get tried anywhere.

But I also think she should offer double-or-nothing. When someone falls into her clutches, their loved ones should have the chance to go and be tried themselves. If successful, they should be allowed to leave unmolested with the failed one. Not that anyone is actually meant to succeed. After all, she's all about testing - and breaking - the bonds between people.
 
Abyssals is the most relevant datapoint there because it and Alchemicals share the questionable decision of "lets crowdfund right before Christmas!" I've only gotten the pdf two years running now.
 
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[Exalted] The Last Daughter -- Dragon-Blooded Sorcery School Quest Fantasy

You are Ambraea, the youngest Dragon-Blooded daughter of the Scarlet Empress. You are attempting to prove your worth at the Heptagram, the most prestigious sorcery academy in the Realm. The course load is grueling, and sometimes deadly, and your position gives even simple friendships political...

Just posting here to announce that, my Dragon-Blooded quest, The Last Daughter, has ended. This is a narrative secondary school quest following the protagonist through all seven years of her secondary school education and a bit beyond. There is drama, friendship, romance, tragedy, Dynastic politics, and fucky Dynastic gender roles. I'm quite proud of it, and I would encourage you to check it out if you enjoy long form Exalted fanwork.

Just look at these effusive testimonials:

-- "It's great and criminally underrated. One of the best long form narrative showings this website has ever had."

-- "TLD is an excellent Quest, one of my favs on SV."

-- "It's all about women so I can never read the whole thing but I did want to acknowledge the actual technical skill."

-- "It's just a shame about the author's personality."
 
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The only thing worse than existing in the Exalted setting is being a Dynast in the Exalted Setting.
 
The only thing worse than existing in the Exalted setting is being a Dynast in the Exalted Setting.
I feel like being poor, starving, marginalized, living somewhere like a bordermarch, or subject to violence on the daily - or being dead - are all relatively objectively worse lives to have in context. Even if the Dynasty is very socially screwed up.
 
Eh, being dead isn't *that* much different from being alive. It's arguably even better (unless you get forged into Soulsteel or descend the Verminous Stair)

Especially if you (un)live in Skullstone.
 
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