I think the fact that it is disproportionately valuable compared to other Imperial remits as time goes on is an accurate observation. The Realm's great wealth is significantly based on it being an extractive empire that takes in tribute from across the world, and the navy (which included the Merchant Fleet as part of it until very recently) has been a vital part of that. Peleps has a particularly high standing among the houses for being old and powerful and very accomplished.

It's just like, a state of affairs that has developed over the long history of the Realm, and explicitly got to the point where it was untenable and the Empress had to directly work to curtail their power by giving the Merchant Fleet to House V'neef. The Realm only conquered Wavecrest in ry511, having had to go the long way around via the Caul, and the West only opened up to mortal trade in ry690. The Water Fleet in particular getting as big as it is and the conquest of the West being as lucrative as it is has been is something that's come about in the last couple centuries.
 
I think the V'Neef thing on getting the Merchant Fleet was as noted, Step One in a longer term plan.

Over time my mind is that this would eventually force Peleps to get something else to do to fund the navy (which means it spreads thin or becomes entangled with other houses), do something stupid (which gives her cassus belli to punish them), or collapse under its own weight and have her "intervene" to probably nationalize the navy in the way the Legions are now.

"The Navy being a problem like it right now is a new thing, and one she had plans for" seems to me pretty cromulent a way to describe things. Long term the navy as it was going without the Merchant Fleet, is straight-up not sustainable. Peleps unless something happened was on the way to a Tepet or Akiyo-like breakdown.

Note that it is also a bit of the whole Doylist versus Watsonian contrast too. In-character, it makes sense with what @Gazetteer has been saying. Out of character, House Peleps was one of two navy houses since 1e, along with Tepet, Sesus, and Cathak being the "legion houses". The legions evolved into the nationalized-then-not described thing early on, but the navy was never questione din that way since 1e and we have the setting we have now as a reuslt to work with mostly.. I think incredulity towards a setting element is fine discussing, but it is worth remembering that 3e at least tries to justify it with acknowledging "Yes, this is a problem" and writing around that.
 
Peleps is not cited as her second daughter, we don't actually know of any of her children who were older than Peleps. The strict birth order is not always made explicit, though. (Edit: Correction on my part, she is directly cited as the Empress's second daughter. I should have checked that first before replying, apologies!)

The Realm didn't have Great Houses at all until RY103, by which point Tepet had already been an Imperial consort for 50 years.
Interesting. Can I ask where that is stated, so I can read further on that?

I think the V'Neef thing on getting the Merchant Fleet was as noted, Step One in a longer term plan.
It's not impossible that if Peleps and Tepet were particularly powerful Great Houses (Tepet does seem to have been powerful with their legions and a dominion of their own, I'm not as sure about Peleps but I don't know anything clearly against that) that the Scarlet Empress was working to prune them both back a bit (without destroying them, I doubt she wants another Iselsi situation), then the establishment of V'Neef and committing Tepet against the Bull of the North may have both been measures to curb overly powerful Great Houses before they grew into problems.
 
The vibe I have gotten with Tepet is that the Empress had in mind they would have probably won, gotten a nasty bloody nose for it, but not like, collapsed. The Bull campaign went wrong for af ew reasons:
- House Sesus and Cathak just kind of abandoning them and no Imperial legions ot back-up. Had the Empress been there she probably could have compelled either of them or the national forces tos supplement Tepet.
- House Sesus to my gathering fed them actually bad intel? Or corrupted it in some manner. Again, seems a "Mom's not home" situation.
- The original campaign assumed two Anathema and some outcastes. Not six Anathema and the additional sorceric bullshit they pulled.

Pelepes feels like this but in an economic sense. They probably were going to end up heavily indebted to Ragara or the Throne for a bail-out and she probably had some plan with that, plus protecting V'neef all the while. And we see how that's going now I guess.

ONe of the other ones I see is Iselsi TMU had a deal of "Work with me, you get redemption" plan of hers. Which now their get-out-of-jail ticket is gone, is not helpufl in tapping donw the Vendetta.
 
Interesting. Can I ask where that is stated, so I can read further on that?
The specific years come from the timeline on pages 16-17 of the Realm. That chart has some incongruities you need to reconcile with other material, but it's basically just the stuff near to present day, most of it is pretty solid.

Article:
53 Tepet's siege of the Imperial city fails; he's taken as Imperial consort.

68 Cevis Ghandarva and his followers leave the Blessed Isle, establishing the Forest Witches

75-76 Second invasion of the Scavenger lands.

88-89 Third and final official invasion of the Scavenger lands.

103 Founding of the Deliberative. First Great Houses established, including Houses Iselsi, Peleps, and Tepet.

114 The Empress marries Rawar.
Source: The Realm pg.


We can speculate on what the other Great Houses founded at that time were (Houses Akiyo and Jerah were active in the early Realm, and Burano and Ophris fucked off to conquer Prasad half a century later), but those three are the only ones extant or dubiously extant on the Blessed Isle in the modern day setting.

Page 36 only talks about this early period for the great houses in brief, unfortunately.

Article:
The Great Houses of the Scarlet Dynasty comprise ten thousand Dragon-Blooded champions and thousands of mortal kin. The Empress inaugurated the first Great Houses in RY 103, establishing a handful of her children — some biological, others adopted — as matriarchs of sprawling Dragon-Blooded clans drawn from outcastes and Shogunate gentes. She toppled old houses when it suited her and elevated new ones in their place. After centuries of intermarriage, virtually all Dynasts trace their lineage back to the Empress.
Source: The Realm pg.36


The general picture painted by the chapter these come from is that the Empress waited until her rule was stable and well established before taking an actual husband or giving any of her children or consorts the power to potentially become a rival to her.
 
Last edited:
Isn't there also some setting elements that have the Realm serving as the breadbasket for the Threshold due to its vast regions of peaceful farmland and presence of the Elemental Pole of Earth providing multiple harvests each year? I vaguely recall this in the context of discussion on how a Realm Civil War would result in mass famine for many regions in the Threshold as they have become depend on food imports from the Realm.

This is paradigm that leads to some significant moral implications for plans that involve disrupting the Realm Merchant Fleet as a means of maneuvering for power in the civil war or crippling the Realms.
 
I don't think that's how this is written about in any of the current material. The Realm Civil War will lead to mass famines and starvation on the Blessed Isle, because its population is so large and they've gone so long without that kind of large scale conflict that any significant disruption to agriculture will make that happen. But I can't recall of any Threshold state that's noted to be depending on specifically the Blessed Isle for its food.

Places like Wu-Jian would starve without trade as well, but they also trade with Azure and other Western powers rather than just the Realm. I think Gem might still buy like, grain and stuff from further up the Diamond Road, which terminates in near-South satrapies like the Lap and Chalan, but I don't think that food is coming from all the way on the Blessed Isle, and it's not like the land around Gem is described as the lifeless hellscape that 2e went with.
 
I don't think that's how this is written about in any of the current material. The Realm Civil War will lead to mass famines and starvation on the Blessed Isle, because its population is so large and they've gone so long without that kind of large scale conflict that any significant disruption to agriculture will make that happen. But I can't recall of any Threshold state that's noted to be depending on specifically the Blessed Isle for its food.

Places like Wu-Jian would starve without trade as well, but they also trade with Azure and other Western powers rather than just the Realm. I think Gem might still buy like, grain and stuff from further up the Diamond Road, which terminates in near-South satrapies like the Lap and Chalan, but I don't think that food is coming from all the way on the Blessed Isle, and it's not like the land around Gem is described as the lifeless hellscape that 2e went with.

It wouldn't be a case of these Threshold regions being unable to feed their natural population through the exploitation of their own natural resources but rather that the Blessed Isle has such a significant competitive advantage that native food production would be neglected and eventually declines to relative insignificance after a few decades or centuries of stable trade.

Importing food from the Blessed Isle would prove to be beneficial (we should leave aside the larger social conflict of good for the economy vs good for the people and the challenges of globalization ) for the region when the Realm was strong as a reliable supply of food would allow them to surpass their natural population limits and focus on developing industries that are more profitable than agriculture. The problem is that they would face disaster if trade with the Realm is ended as it would require massive changes to move back to the prior paradigm of supporting their populace with native agriculture.

This is a pattern the Realm would be inclined to support for both economic (creating a market for their cheaply produced agricultural goods) and security (it is lot harder to rebel when a disruption of Realm imports will increase food prices or even result in famine) reasons.

There are also quite a few regions that are explicitly described as having poor environmental conditions for agriculture. The most obvious is the North where you have this intriguing description in "Across the Eight Directions". This description and the world make make it seem ideal for a paradigm where agriculture products produced in the Blessed Isle are shipped across the Inner Sea to the many Northern Ports and traded for natural or mystical resources and slaves (there is entirely different discussion on how the Realm supports the global slave trade and slave raids).

Still, privation leaves its mark across the North. Shorter
growing seasons and fewer viable crops — wheat instead
of rice, for instance, or rye instead of wheat —
lead to hunger; hunger beckons peasants into banditry
and piracy. Predators, likewise hungry, prey on domesticated
animals or even attack humans. City dwellers
packed indoors through the winter suffer from all manner
of pestilence. Icebergs and fog wreck ships. Scarcity
fosters war over vital resources. Fatalistic resignation
is common, and many cultures emphasize the ancestor
cult as an escape from doom-laden life into an afterlife
free of hunger and cold.


A brief look at the world map shows that this could be a quite common paradigm. There are quite a few regions that would look to be severely disadvantaged for agriculture (In-Universe because of the influence of the nearby Elemental Pole) but would be on an ideal shipping route to receive agriculture products produced in the Blessed Isle.
 
Last edited:
It wouldn't be a case of these Threshold regions being unable to feed themself through the exploitation of the their own natural resources but rather that the Realm has such a significant competitive advantage that native food production would be neglected and eventually declines to relative insignificance after a few decades or centuries of stable trade.

It would prove to be beneficial (I leave aside the larger social conflict of good for the economy vs good for the people) for the region when the Realm was strong as a reliable supply of Realm food would allow them to surpass their natural population limits and focus on developing industries that are more profitable than agriculture. The problem is that they would face disaster if trade with the Realm is ended as they would be unable to easily move back to the prior paradigm of supporting their populace with native produced goods.

This is a pattern the Realm would be inclined to support for both economic (creating a market for their cheaply produced agricultural goods) and security (it is lot harder to rebel when a disruption of Realm imports will increase food prices or even result in famine) reasons.

There are also quite a few regions that are explicitly described as having poor environmental conditions for agriculture. The most obvious is the North where you have this intriguing description in "Across the Eight Directions". This description and the world make make it seem ideal for a paradigm where agriculture products produced in the Blessed Isle are shipped across the Inner Sea to the many Northern Ports and traded for natural or mystical resources and slaves (there is entirely different discussion on how the Realm supports the global slave trade and slave raids).

Still, privation leaves its mark across the North. Shorter
growing seasons and fewer viable crops — wheat instead
of rice, for instance, or rye instead of wheat —
lead to hunger; hunger beckons peasants into banditry
and piracy. Predators, likewise hungry, prey on domesticated
animals or even attack humans. City dwellers
packed indoors through the winter suffer from all manner
of pestilence. Icebergs and fog wreck ships. Scarcity
fosters war over vital resources. Fatalistic resignation
is common, and many cultures emphasize the ancestor
cult as an escape from doom-laden life into an afterlife
free of hunger and cold.


A brief look at the world map shows that this could be a quite common paradigm. There are quite a few regions that would look to be severely disadvantaged for agriculture (In-Universe because of the influence of the nearby Elemental Pole) but would be on an ideal shipping route to receive agriculture products produced in the Blessed Isle.
I am familiar with the kind of dynamic you were gesturing at, and was speaking to the actual material written about this in the current books, which does not describe the economic relationships this way to my knowledge.
 
I am familiar with the kind of dynamic you were gesturing at, and was speaking to the actual material written about this in the current books, which does not describe the economic relationships this way to my knowledge.

Yeah, I realize that I am taking a lot of separate descriptions and casual discussion of trade to create Creation-wide economic paradigm. I just really like this concept and think it could be a great element to include in the setting. I also don't believe we have anything to contradict it as economic relationships and agriculture are quite naturally not a significant focus of the existing world-building.

I believe that the closest we have to worldbuilding on wide-scale economic relationships and the influence of trade was the 2e book "Masters of Jade". It introduced some interesting ideas but isn't exactly a good book as it was over-focused on the Guild and had quite a few problematic elements.
 
Last edited:
The cost of getting stuff across the water, plus how often the stuff the Realm conquers are valuable for their agriculture, implies to me that the Threshold is probably not dependent on the Blessed Isle for food. The Isle itself is so big that probably you do have what amounts to international trade on the island itself, so somewhere like Pangu becoming a battlefield is going to hit Arjuf or Chanos before it hits Chiaroscuro or Pneuma.
 
Isn't there also some setting elements that have the Realm serving as the breadbasket for the Threshold due to its vast regions of peaceful farmland and presence of the Elemental Pole of Earth providing multiple harvests each year? I vaguely recall this in the context of discussion on how a Realm Civil War would result in mass famine for many regions in the Threshold as they have become depend on food imports from the Realm.

This is paradigm that leads to some significant moral implications for plans that involve disrupting the Realm Merchant Fleet as a means of maneuvering for power in the civil war or crippling the Realms.
You have it in reverse. The Realm is pulling out of the Lap over the civil war, IIRC, and if they lose the Lap there's going to be mass starvation on the Blessed Isle. The Realm is an extractor, in general, not a provider of services to the rest of the world.
 
Shipping food super long distance is also not easy given Exalted's normal transportation options. For some coastal areas or places on bigger rivers it can work, but that's not everywhere in the Threshold.

I think to the degree that the Realm is going to cause food shortages in it's satraps it will more be that they are diverting enough resources/prioritizing 'cash crops' or similar things that the internal economies break a bit?
 
You have it in reverse. The Realm is pulling out of the Lap over the civil war, IIRC, and if they lose the Lap there's going to be mass starvation on the Blessed Isle. The Realm is an extractor, in general, not a provider of services to the rest of the world.
That's true of the 2e version of the setting, where the Realm was actively reliant on various satrapies for food despite the Blessed Isle being supernaturally verdant and much more like, universally cultivated than the current version is now.

The 3e version of the setting has the Blessed Isle be capable of feeding itself, and they extract tribute from most satrapies in the form of jade, silver, or other currencies. Other forms of tribute exist, including crops, but they're not described as primarily relying on the Threshold to feed themselves. Like, the Lap doesn't feed the Blessed Isle, it's just a wealthy and important satrapy that feeds Realm troops who operate in the region.

Article:
Assessing the Tribute

Currency (jade, sometimes silver, and occasionally cash) comprises the bulk of a satrapy's annual tribute. This is the easiest tribute to quantify, and the first things agreed upon are how much currency the Realm will see and how often it will arrive. Typically, tribute is sent once or twice a year, depending on how often houses want to see satrapial revenue and how difficult and expensive it is to secure transport.

While tribute is generally currency, a satrapy's controlling house and the Empress herself might stipulate payment of tribute in specific goods. Many satrapies beyond the Inland Sea were annexed because they could contribute something to the Realm not easily obtained elsewhere. Raw materials like crops, timber, dyes, spices, and ore are common, while some satrapies produce textiles, ceramics, metalwork, or other finished goods. A Cynis-controlled satrapy might be asked to contribute fine silks or rare drugs, while House Mnemon might require a particular wood or stone as building material. The Empress sometimes requested that a satrapy provide her with something it lacked, but a neighbor had in abundance — whether to encourage commerce or raiding.

First Age relics are highly prized tribute — it's expected that any such artifacts a satrap finds will be turned over immediately to the Empress. Because of their scarcity, these relics are more valuable than virtually any other tribute satrapies can produce. Locals are quick to investigate and exploit First Age ruins for this purpose.

Some tribute takes the form of slaves, whether menial laborers or skilled artisans and artists. These range from masons, potters, jewelers, and weaponsmiths to musicians, painters, dancers, or concubines. Still others are indentured janissary troops. As the houses consolidate their forces, more and more accept tribute in the form of able-bodied soldiers. Many satraps currying favor with their houses make this a requirement and use conscription to keep the flow of soldiers coming. This is universally unpopular, and several satrapies have had riots in protest — reports of which have been quickly hushed up.
Source: The Realm pg.149
 
Last edited:
You have it in reverse. The Realm is pulling out of the Lap over the civil war, IIRC, and if they lose the Lap there's going to be mass starvation on the Blessed Isle. The Realm is an extractor, in general, not a provider of services to the rest of the world.

Where are you getting this from? I don't see how it would make sense for the Blessed Isle to be dependent on exports from the Lap for food given the extreme disparity in size between the two regions and the aforementioned hyper-fertility of Blessed Isle?

I believe you may also be misinterpreting what it means when people describes Empires as extractive of their colonial or imperial possessions. This doesn't mean that resources only go one way but rather that the economic and political systems are forced to serve the interests of the imperial center. It can (and often has) involved the imperial center using their power to turn other regions into a market for goods they excel at producing.

In the Exalted setting there is nothing preventing the Blessed Isle from being a major provider of goods and services to the regions that trade with it. I took this idea and ran with it by placing the segments of "Across the Eight Directions" and "The Realm" that discussed the extreme agriculture fertility of the Blessed Isle in the context of the Realm's economic domination of the Threshold.

Shipping food super long distance is also not easy given Exalted's normal transportation options. For some coastal areas or places on bigger rivers it can work, but that's not everywhere in the Threshold.

I think to the degree that the Realm is going to cause food shortages in it's satraps it will more be that they are diverting enough resources/prioritizing 'cash crops' or similar things that the internal economies break a bit?

Much of my thinking was shaped by a look at the world map of exalted and how we have large regions of the Threshold set on the coast facing the Blessed Isle. There looks to be a small and straightforward route across the ocean or a path hugging the coast for many of the most significant and wealthy regions of the Threshold.

This geography should make maintaining a stable trade route far easier than is the case for much of the real world. I am thinking of something like the Mediterranean Sea where dense trade routes and societies dependent on the importation of food grown in foreign regions could exist even when there was quite basic shipping technology.
 
Last edited:
Much of my thinking was shaped by a look at the world map of exalted and how we have large regions of the Threshold set on the coast facing the Blessed Isle. There looks to be a small and straightforward route across the ocean or a path hugging the coast for many of the most significant and wealthy regions of the Threshold.

This geography should make maintaining a stable trade route far easier than is the case for much of the real world. I am thinking of something like the Mediterranean Sea where dense trade routes and societies dependent on the importation of food grown in foreign regions could exist even when there was quite basic shipping technology.
Transporting it from coast to coast(and a little bit inland) is certainly possible, the problem is the Blessed isle is massive. You aren't transporting bulk food stuffs from the interior out or the reverse, not without serious magical or mechanical means that aren't really present in the setting. And the same general principle does hold for some satraps, even before looking at the distances that can dwarf the roman grain trade, which makes me skeptical that it would make sense to ship things that far.

Edit: this doesn't mean that the Realm isn't critical in feeding the people in various satraps, just I'd imagine that it might look more like 'hey, do these things that aren't directly producing food on bad land and we'll help supply with food from this other place B nearby that we also control'.
 
Last edited:
The interior of the Blessed Isle is extremely mountainous, the closer you get to the Imperial Mountain. People live in those regions and there are some cities, but most of the large population centres are in the lowlands closer to the coasts. This does still describe really vast regions, though.

The Imperial River Basin is one of the most populous regions in the world. It's also incredibly good farmland that supports the likes of the Imperial City and Pangu, though.
 
The Blessed Isle is enough of a continent that I think, geographical issues getting things through it included, that I think that any given Threshold polity being dependent on the Isle as a whole rather than a neighboring region that might be far from actual conflict, or the Isle depending on a single satrapy, are kind of both just out of scale of the relationship the Realm has with the rest of the Threshold.

It's notable in 3e too that as far as I can tell, the Blessed Isle being one singular state is not the norm. So I would assume that it has historically had regions that were self-sufficient or able to trade within the Isle, or more linked to the Threshold instead of the Isle.

Guess what I'm getting at is this feels like something way more complex than thinking of it as a singular island would lead one to think.
 
t's notable in 3e too that as far as I can tell, the Blessed Isle being one singular state is not the norm. So I would assume that it has historically had regions that were self-sufficient or able to trade within the Isle, or more linked to the Threshold instead of the Isle.
While that's certainly true on a cosmic scale, hasn't the realm ruled the place for like, almost 800 years at this point?
 
While that's certainly true on a cosmic scale, hasn't the realm ruled the place for like, almost 800 years at this point?
Yes. It would have taken a bit of time for the Empress to get the entire Blessed Isle under her control, but that was completed relatively early in her rule. The Blessed Isle has been synonymous with the Scarlet Realm and has been under one unified system of government for many centuries at this point. Things were apparently less unified under the Shogunate, but we don't actually know how that functioned day to day, in practice.
 
"The Navy being a problem like it right now is a new thing, and one she had plans for" seems to me pretty cromulent a way to describe things. Long term the navy as it was going without the Merchant Fleet, is straight-up not sustainable. Peleps unless something happened was on the way to a Tepet or Akiyo-like breakdown.

Note that it is also a bit of the whole Doylist versus Watsonian contrast too. In-character, it makes sense with what @Gazetteer has been saying. Out of character, House Peleps was one of two navy houses since 1e, along with Tepet, Sesus, and Cathak being the "legion houses". The legions evolved into the nationalized-then-not described thing early on, but the navy was never questione din that way since 1e and we have the setting we have now as a reuslt to work with mostly.. I think incredulity towards a setting element is fine discussing, but it is worth remembering that 3e at least tries to justify it with acknowledging "Yes, this is a problem" and writing around that.

It's the time scale of things that mostly breaks my suspension of disbelief in an uncomfortable way, I guess. Like, Peleps has been the Navy House for centuries, and V'Neef has been there as the Other Navy House for, what, 14 years? That's a long time of letting naval power be concentrated in Peleps hands. I'd be happy to just buy the way things are and stop thinking about it if Peleps had gradually increased its control over the Navy and only relatively lately achieved a level of dominance that was a cause of worry, or if Peleps had taken over the Navy after the Empress' disappearance the same way legions were taken over by the Great Houses, or if there has been other Houses, since fallen, acting as sort of a check on Peleps power before V'Neef.
 
Last edited:
Yes. It would have taken a bit of time for the Empress to get the entire Blessed Isle under her control, but that was completed relatively early in her rule. The Blessed Isle has been synonymous with the Scarlet Realm and has been under one unified system of government for many centuries at this point. Things were apparently less unified under the Shogunate, but we don't actually know how that functioned day to day, in practice.
This is a fair point. I guess to me what stood out so far is how much it is a continent and things kind of do feel split-up. But this is more geography than politically for a while at this point. The Isle has been a singular entity longer than most polities on Earth could hope to do.

I just kind of find it interesting the potential this hasn't been the case in the past. It is something i guess also comes to mind on what a post-Civil War layout of the Isle would be as it probably also won't be a singular polity anymore in a lot of scenarios.
 

Mehar, The City Under The Fog

An old Fajadi satellite city on the isle of Jazimir, Mehar was once a prosperous port, a shipbuilder's hub, in the days when the sea lanes saw busy traffic. Now it is a crumbling, dilapidated husk of itself, bleeding out slowly as other routes to the West become more popular. Its once bustling shipyards are nearly abandoned, row upon row of skeletal whaling vessels and carracks left to rot unfinished. Mildew blankets its once pristine waterfront buildings and barnacles devour its wharves and jetties. The families who could afford to flee for greener pastures did so long ago, now its population is perhaps a third of its total capacity; mostly fisherfolk and a handful of bitter nobility fallen into genteel poverty. Sea fog that locals call The Miasma shrouds the city with increasing frequency, as if a manifestation of the malaise that afflicts it. Too insignificant now for the Realm to bother extorting tribute from, the imperial garrison left for Fajad even before the Empress disappeared. Indeed, most of the world seems to have forgotten about Mehar, leaving it to its despair, and to The Miasma

The Miasma

It rolled in, on a faerie raider, almost half a decade ago. It might have been hungry fog once, but the Raksha who tried to tame it found out too late that it had become something else entirely, something more. It filled their hollow selves and drove them to beach their vessel upon the rocks. The raksha did not survive, but The Miasma did.

The Miasma blankets Mehar often but not every day, a smothering gray-green fog in which ethereal centipede shapes can be glimpsed swimming out of the corner of one's eye. Its strength depends on the mundane weather. On summer days it is thin and boils away by midday, retreating to sea caves and old tunnels beneath the city, resurging in the night. In the autumn it reigns nearly every day, covering the city like a mantle and extending far out to sea. At times it ranges afar of the city to feed upon natural fog or to satisfy its own alien urges, leaving the sky visible.

The Miasma thinks and perceives, though not as humans do. To communicate it requires a vessel, a host personality to translate its alien desires to the world. It makes do with a handful of calcifying hobgoblins and now humans who have willingly given themselves wholly over to it. Other things lurk in the fog, the half-solid husks of wyld things, sea beasts, and human victims that it has devoured and now uses as appendages to enforce its inscrutable will on the days that it is strongest.

The Miasma views Mehar as its domain, its prize, its nest. If it has designs beyond the city it has yet to make them known, but in Mehar it is the true master of the city. The city leaders are all its vassals, nervously taking orders from the fog's babbling oracles and arranging sacrifices to appease it. The commoners are mostly ignorant of the truth but know enough of the fog's power to remain indoors when the things in the mist stride into the city.

The Miasma is a strange and sometimes cruel master. It demands sacrifice of blood and hopes in elaborate and bizarre ceremonies when it is thickest. Its minions prefer to grab passing sailors for this purpose, isolating them from their fellows and getting them blackout drunk before spiriting them away to their ritual altars. In return it devours pirates, raksha, and undead who would otherwise threaten the city, and drives schools of dazed flying squid into the nets of the Mehar's fisherfolk. Occasionally it misleads merchant ships to run aground on the cliffs and rocks near the city, its minions plundering the holds of their cargo and finishing off unlucky survivors.

With every sacrifice, The Miasma grows infinitesimally thicker, more able to sustain itself in the light of the sun and withstand winds that roll in from the sea. Perhaps one day it shall cover the city perpetually, strong enough to manifest its thrall-limbs whenever it wishes. But for now it waits and bides its time.

Life in Mehar

Crumbling economy and inscrutable alien fog aside, the people of Mehar largely resemble the inhabitants of other settlements in Fajad's former hegemony. They are devout Abhari, hardworking fisherfolk and shipbuilders who toil to support themselves and their families as best as they can in Mehar's age of dissolution. They laugh and quarrel amongst each other as do people all over Creation, though these days a malaise hangs over many. The Miasma, though still feared, has lost much of its novelty, and they spend the days when it rolls into town nervous but otherwise unimpeded. Most carry whale oil hand lanterns to assist them with visibility, and follow guide ropes to find their way to and from their places of business. The signature dish of the city is barnacle chowder, eaten piping hot with rye bread after coming in from a long day's work at sea.

Mehar formerly saw ships from across the West and North, but now its harbor traffic consists largely of small fishing boats belonging to the natives. A smattering of whaling vessels also call the port home, but often set out to sea for extended periods in search of prey. Ships visiting from outside the city are now typically only from Fajad or Crocus, Abhari merchants and fishermen stopping for a brief resupply before moving to more prosperous ports.

Around two thirds of the buildings in Mehar are abandoned, left behind by the original inhabitants. Enterprising citizens have repurposed some as storage or workspaces, or have scavenged furniture and other items from them. Other buildings lie neglected, rotting in the mist, sometimes explored by foolhardy children or local eccentrics. Both cultists and ordinary criminals sometimes use the particularly empty districts for their activities, relying on isolation for secrecy. Some structures have been colonized by things that the fog brought in from elsewhere in the Northwest, those victims who retain enough selfhood to remain behind when The Miasma leaves.

The nominal rulers of Mehar are the Governor and City Council, offices largely dominated by a smattering of noble families who were too poor or too proud to leave the city when the trade did. They and a number of other local leaders are The Miasma's slaves, whether through fear, avarice, or genuine desire to help the city. Many believe, not without reason, that The Miasma is the only thing keeping Mehar alive. The fog, either not caring for or not comprehending the intricacies of actually governing a settlement, grants them wide latitude to do much as they did before it claimed Mehar. Continued exposure to the thick vapors at The Miasma's heart have begun to instill a strangeness within some, bestowing upon some unwholesome physical changes, wild personality shifts, or a few unnatural powers. A handful have given themselves wholly to the fog, walking into its depths and returning only as half-solid mouthpieces when it demands something of the cult. Some of the cult have begun to distill substances from the vapors, using Fajadi alchemy to bottle and concentrate the mist into a variety of drugs and reagents.

Gazetteer

Once the pride of Mehar, the Shipyards now lie mostly deserted. When Mehar was prosperous, the shipbuilders of the city had pioneered a process to build a single ship within a day using mass produced parts, but now the city is too poor and underpopulated to undertake such ventures. Numerous ships in various states of assembly and disassembly sit in drydocks like the skeletons of colossal sea beasts, rotted by the fog or embalmed by the salt breeze. The Cult of The Miasma has carved strange runes on some of the ships, and now when the fog falls the silhouettes of the hulks appear even more twisted and unnerving.

Wrecked upon an islet just outside the harbor, The Prince's Folly is the raksha frigate that brought The Miasma to the city. Scavengers have looted the otherworldly cargo in its hold and stripped away its jasper planks and lorelei hair sails, leaving only the pewter keel and ribs. Its crew were found dead in its hold, their inhumanly beautiful visages contorted into looks of utter terror. Well meaning Abhari clerics gave them funerals and buried them on the islet in a small row of graves. Lesser wyld-twisted flora and fauna, none particularly dangerous or valuable, sometimes cluster around the burial site, providing passing fishermen with an occasional source of minor curiosities and trophies.

Former base for the Realm's garrison detachment, The Barbican is an old abandoned seafort overlooking the harbor. The city council boarded up the main gate but left a few underground passages leading to and from the fortress open. It is here that the Cult of The Miasma performs its darkest and bloodiest rites, storing sacrificial victims in the dungeon beneath the fortress until the mist arrives to accept their blood offerings. The Barbican's tunnels connect to a network of sea caves and cisterns that The Miasma shelters in during the summer days. The fog has commanded its servants to expand the tunnels, and to this end some of their abductees toil chained in the dark before they are hauled before the sacrificial altar.

Ancient and tenebrous, Izimiral Wood, just outside the city limits, is where Mehar acquires most of its lumber. Strange powers have nested in the forest since long before The Miasma arrived, and even now the wood seems impervious to the fog's incursions. Logging operations once entered the forest's depths heavily guarded and laden with apotropaic talismans, but now Mehar's people mostly cut just a handful of trees from the edge each year. Its mortal inhabitants, small groups of trappers and other woodsmen, live in huts and cabins raised on stilts above the forest floor. They have resisted all attempts to convert them to the Abhari Creed or Immaculacy, despite strident missionary efforts by Fajad and the Realm in prior generations. Instead, the woodsfolk worship shape-shifting spirits of decay and shadow, leaving offerings at the mouths of woodland caves that they themselves fear to enter.

Persons of Note

Scion of a dwindling noble lineage Governor Kelem is the official ruler of the Mehar, but a figure of only middling standing in The Miasma's cult. A nervous man entering middle age, Kelem was never particularly brave, but one day his wife Saira walked into the mist and came back as its creature, shattering what little potential for defiance remained within him. Saira's husk is The Miasma's hold on Kelem, the governor desperate to see some fragment of her former self when she arrives to give The Miasma's demands. To the citizens, he issues calming decrees and advisories to remain inside when the fog is at its thickest, trying to hide the cult's activities. To dull his terror and soothe his nerves, he has turned to the narcotic vapors distilled from the mist, imbibing them and dreaming of happier times in the privacy of his office.

Though of common birth, Harbormaster Taruj holds a seat on the city council and ranks high within the Cult of The Miasma. By day he oversees docking fees and customs for what little foreign traffic that Mehar sees and commands the handful of toughs who pass for a city militia. Devotion and exposure to The Miasma have changed the harbormaster. Formerly gaunt with age, he's nearly doubled in size, greyish skin hanging loose in folds over his now bulky frame, and no longer does he feel the need to blink. Hiding his features beneath a voluminous oilskin cloak and cap, he sizes up visitors to the city, looking for sacrifices who will not be missed. Years ago, Azurite sailors shanghaied his only son onto their ship, never to return. Taruj feels that it is personal vengeance upon the outside world to inflict a similar fate upon visitors, though if there are none available, he will offer up local "undesirables" to The Miasma to preserve his beloved city.

The most senior Abhari cleric within the city, Marabout Yeshua knows of The Miasma's cult and is horrified by their actions, but is largely unable to oppose them overtly. He does not think for a second that the cultists would not haul him away into the mist if he made an open show of resistance, and he has responsibilities to tend to the local mosque and instruct junior clerics in the ways of the faith. Through blessings and a few occult teachings he picked up in Fajad, Yesha believes that he's warded the mosque from The Miasma's influence, for now at least. An unlikely ally in his secret war against the mist is Gerasinus the Burned, a Shining Way apostle who escaped imprisonment by the cult by invoking the Underworld's pyreflame, and now nurses his wounds in the hinterlands with the marabout's assistance.

A young woman with old eyes, Nadia's husband once set out to sea on his fishing boat six years ago and never came back, leaving her with two children to take care of. To make ends meet she dives for pearls and coral in the warmer months and farms oysters beneath the dock by her home. On one of her dives, she encountered the skeleton of a great whale-like creature and brought back a tooth to scrimshaw. Ever since then, she feels as if she's accompanied by a protective presence whenever she heads out to sea, singing mournfully in a voice she can almost hear. The song has recently led her to dive sites where she's uncovered ancient jewelry and even some scraps of magical materials, but she fears selling these trinkets immediately, lest others rob her in search of more.
 
Plateway Damming Suplex
Brawl:
3 Essence: 2
Cost: 4 motes
Type: Supplemental Duration: Stamina Turns
Regardless of the size, form, or might a Solar tangles with the foe to its own folly and their expert bridging and flow
The commitment can be renewed reflexively at no cost of charm use or action at the beginning of the last duration, if ended at start of last turn the Solar uncommits but keeps the motes.
for every foot of distance they crossed in a turn the Solar can reduce a point from what opposes them Physical Stats for matters of contest, including grapples, trips, disarms, and Stamina Soak up to the opponents weight (that is Str+Athletics). If this would exceed the applied Physical Attribute any additions merely go to the deficit Ability still applies and if the solar wins they may use the opponents remaining movement against the opponent (not sure how, thinking knockback, or damage, but maybe for Fatigue/Exhaustion penalties?)

Mouse Bowls Musth-Bull
Brawl:
3 Essence: 2
Cost: 6 motes
Type: Normal Duration: Scene
Negates or Enables division between living and objects with regards to charms, actions, or effects in favors of the Solar.
May sacrifice bonus suxx on attack and/or damage results to an actions deficit (even of Principle of Motion) on a 1 to 1 basis or be knocked down, target choice. If any deficit remains end of turn they apply as negative to next initiative
(I'm trying to create a way to stunlock that is evergreen but sacrifices basic attack effectiveness, this IS for going up against megascalled/statted as well as other exalts)
 
Back
Top