Green Flame Rising (Exalted vs Dresden Files)

[X] Agree, you can bend the 'no rushing into danger' clause if or realistically when you get there
-[X] I know your always going to worry about me, I know your always going to worry about all of us. Same with dad.
-[X] What could I do to help you with that? I have made armor and a shield to protect myself at least. And I am getting stronger.
-[X] You don't have to answer me now, but please. Think about it.


Oh yes, I like this write-in. This subtly guides Charity into thinking of the woman we are becoming, and that she can't protect us forever, just like she can't protect her husband.
 
1) Not quite supernatural success, but close.
And I will note that there were witnesses to this, which is the sort of encounter that buffs your social reputation, ups your reputational credit score and affects how much slack people are willing to cut you.

Even if you dont think restraint for its own sake is right, the reputational benefits can be pretty sweet.
Case in point, Charity.

2)Lol. Are you a bad enough diplomat to take on your mother?
........
Nah. Let sleeping momdragons lie until absolutely necessary.
5 successes lol. Exceptional success. Still worse than average roll here on a 14 dice pool (Cha 3 + Empathy 3 + Excellency 6 + Stunt 2), mind. But even if it doesnt change the woman's entire life, it might actually stick long enough to improve the quality of life for the people who have to deal with her regularly, from her spouse to her kid to church members.

Reading Charity should be Cha+Empathy, I think; both Cha and Per are Attributes, and rolls are Attribute + Ability.
Not that it matters.
The trouble with getting that is that he knows how much it matters to Molly and he is in the habit of telling her what she wants to hear, or what he thinks she wants to hear.
As Molly's social abilities and lie detection gets better, the more difficult that is going to be.
 
1) Not quite supernatural success, but close.
And I will note that there were witnesses to this, which is the sort of encounter that buffs your social reputation, ups your reputational credit score and affects how much slack people are willing to cut you.

Even if you dont think restraint for its own sake is right, the reputational benefits can be pretty sweet.
Case in point, Charity.

2)Lol. Are you a bad enough diplomat to take on your mother?
........
Nah. Let sleeping momdragons lie until absolutely necessary.

5 successes lol. Exceptional success. Still worse than average roll here on a 14 dice pool (Cha 3 + Empathy 3 + Excellency 6 + Stunt 2), mind. But even if it doesnt change the woman's entire life, it might actually stick long enough to improve the quality of life for the people who have to deal with her regularly, from her spouse to her kid to church members.

Reading Charity should be Cha+Empathy, I think; both Cha and Per are Attributes, and rolls are Attribute + Ability.
Not that it matters.

As Molly's social abilities and lie detection gets better, the more difficult that is going to be.
he doesn't lie to us though hes just a really good wordsmith.
 
VOTE
[X] Agree, you can bend the 'no rushing into danger' clause if or realistically when you get there

This doesnt need a stunt.
Plus, it might be OOC fun, now that we have Hollow Mind Curse, to have our cellphone send Charity a detailed message whenever we are getting into a fight, to fulfill the "not rushing into danger" condition.
:V
 
As Molly's social abilities and lie detection gets better, the more difficult that is going to be.

His abilities are your abilities, you will never get better than the person who is a part of your soul. Mechanically that means that if you want to psychoanalyze Usum you the players will have to do so the old fashioned way.

And yeah that should have been Perception+Empathy not charisma.
 
I had forgotten to put in a roll, Alicia's for trusting you and not just shooting from the metaphorical hip to defend herself.
Do we need to roll anything to know if Molly's siblings have issues with how we handled it?

I assume a very strong reaction would have come up in the chapter, but if Alicia resents being stopped from sinking a word shiv into Evens we might want to look into smoothing things over a bit.
 
Do we need to roll anything to know if Molly's siblings have issues with how we handled it?

I assume a very strong reaction would have come up in the chapter, but if Alicia resents being stopped from sinking a word shiv into Evens we might want to look into smoothing things over a bit.

No need to roll, she is fine with it. You did make Evens come off bad in front of her neighbors and even the relatively socially inexperienced Alicia knows that matters to her
 
[X] Agree, you can bend the 'no rushing into danger' clause if or realistically when you get there
Even if you dont think restraint for its own sake is right, the reputational benefits can be pretty sweet.
Case in point, Charity.
Indeed. We won a lot of social credit here. Maybe even improved someone's life.

So... I finished my write-up for the idea of our future kingdom. It really got away from me.

Large size -1 point
Difficult terrain 0 points
Pockets of Safety +2 points
Balanced Ecosystem 0 points
Eartly Fauna 0 points
Earthly Flora 0 points
Human Populace 0 points
Resident devil -1 points
Advanced Social Structures 0 points
Advanced technology -2 points
Committed -2 points
Endless Suffering -1 point.

If someone were to look at it from far away, your kingdom would look like a perfect circle with a radius of 263 kilometers, most of its surface is buried under multicolored ice made of water, mercury, krypton, xenon – almost all elements of the periodic table known to man, and perhaps, more. Jagged, razor sharp ice shards extend hundred meters high, forming a near impossible to traverse landscape. Such is the depth of your domain's unfeeling coldness, that rivers of liquid oxygen flow through it, confined by the banks of superconducting bronze. Strange, alien creatures that derive nutrition from radiological decay of uranium and breath hydrogen-helium atmosphere, populate these rivers. Their bioluminescence is the only source of illumination beyond the soft silver light of the moon traversing the starless black skies, each revolution with a new phase and surface.

To venture into this hellscape in an attempt to escape the kingdom of your heart without permission, is to face almost guaranteed demise, for even if one was to clad themselves into a space-worthy thermally sealed suit, they would still be fleeced to the bone by a never-ending blizzard of ferrous snow. Electrically charged iron and nickel dust cyclone with the wind speeds far exceeding a hundred meters per second obscures the borders of your realm from NeverNever to eye and any electronic equipment.

And yet, not every place within your self is so inhospitable. For even as the iron cyclone rages at the border of the world, a no less ferocious anticyclone expands from its center. Where they meet, in a tiny strip of land only thirty kilometers wide, their clash in the skies is both ferocious and life giving. In that narrow space, the titanic magnetic fields generated by them cancel each other, and their particles' collisions generate heat enough that eternal ring of lightning plasma is raging in the skies, unable to escape its natural confinement. The temperature is high enough that liquid water can flow in this equator. Strange forests full of dense plant life and skittish creatures fill this area.

It is there that civilization of your world exists. It is confined into five great fortress-cities sitting in five corners of a great pentacle, 185 kilometers from the center of the world. Each fortress is positioned on top of a great pole of metal, large enough to generate its own magnetic field and prevent metal dust from passing into the city, and to serve as a source of free electricity for the city's industry. They are connected to each other by great underground channels forming the beams of the pentagram, with trains moving endlessly to maintain their civilization.

Each city is different, unique, strange and, somehow, nostalgic. Each is perfectly independent, and each is required for others to exist prosperously with their own roles.

In the east stands ruby clad city of law and warriors. Forges and training centers fill it, and all those who seek martial perfection, those who wish to pursue the career in law enforcement and law making, those desire to sally forth in defense of the realm, gather there.

To the south east lies the city of knowledge, its emerald flags adorning the walls of its libraries, universities, research centers and laboratories. All those who strive for understanding visit it at least once in their lifetimes. Many a secret is hidden behind its walls, some, likely, unknown even to you, its creator. Certainly, its records extend to before the creation of its sister cities, perhaps to before the realm it is in existed at all.

In the south western corner of the pentagram, the city of art stands, its streets clad paved with sapphires. Where silence and focus reign in the libraries of its neighbor to the east, laugher and jubilation can be heard in all parts of this city. Magnificent are its galleries, captivating its theaters, and enthralling its bordellos.

And when the inhabitants of your world tire of jubilation, grow weary of training, become forlorn in their pursuit of knowledge, they travel to the city at the far west corner of the great pentacle. There, under the amethyst roofs of its buildings and ministrations of the carefully selected caretakers, they find the end to their struggle, and beginning of something new. For your citizens do not know age and death as mortals do, and in time require assistance to move on, to rest, to change. It is also there that other guests of your world, souls of the damned are processed and made to atone for their sins, to find salvation and healing.

Finally, in the north, there is a city from which teams of daring explorers venture forth, protected only by their armor and faith in you, to brave the borders of your realm in pursuit of minerals and other wealth. There the services that maintain great transportation arteries linking the five sister cities are located. There the main food production facilities are located. And finally, there stand the great golden gates, beyond which is the only tunnel leading directly to the border of your world.

Great are the cities of your kingdom, each more than a million strong in number, each with its culture, philosophy, dreams and futures. And yet, they are not the crown of this world. For in its very center, there exists a sixth structure.

A giant statue, or a mountain if a form of statue, an exist of the wheel around which the world turns stands in the middle of your soul. Two eastern dragons, one black as the darkest night, the other all colors of rainbow, spiral around each other in a mockery of a human DNA, rising from the ground to challenge the empty skies. In their jaws, a giant crystalline palace rests, its architecture something that doesn't belong to today – only to tomorrow and perhaps to ages long since past. It is the seat of your governance, and the natural meeting place of the governing parties of your subjects. It is also a church, a and a site of holy pilgrimage for them. The only possible glimpse of something that doesn't exist in this realm. Illuminating your throne, and observable only in your throne room is the Sun. Sometimes yellow, and sometimes green.
The realms is Idaho sized in surface area (Large size: -1 kingdom creation point), and is a perfect circle with the radius of 263 km (the surface area of Idaho is 216632 square kilometers, which means that the radius is R=sqrt(216632/Pi)).

There is a small moon seen circling around the realm. It is a super-giant magnet.

Most of the realm is unsurvivable, with only a narrow goldilocks zone, and has a hard terrain (Difficult terrain, Pockets of Safety: +2 points). The surface temperature outside the survivable area (indicated white in the map) is ~ -200 C, meaning that nitrogen and oxygen are liquid, and argon, mercury and most other things are solid. The atmosphere in those areas is composed primarily of hydrogen, with heavy presence of deuterium and tritium heavy hydrogen isotopes (I'll explain later). The ground is composed of large ice crystals, razor edged and perilous to traverse. Some very alien creatures exist in the rivers of liquid oxygen. Those creatures are mindless and sometimes hostile (Earthly Fauna and Flora) . They use thermal energy of nuclear decay for sustenance, and feed on uranium dust that is abundant in the rivers. For a reference picture see a tiberium landscape, but far colder.

The landscape is very heavy with metals and heavy elements. Because of how cold it is, several metals, specifically bronze alloys, are superconducting, creating strong magnetic fields and leading to stuff like levitating rocks existing.

Harsh winds ~ 500 km/h circle the outer edges of the world. Essentially, it's a huge mega-tornado encircling the whole realm. The direction of air movement is indicated on the map (blue curved arrow). The air is heavy with electrically charged iron and nickel dust. This, together with the moon's rotation, essentially creates a super-giant induction motor that generates a magnetic field that plays merry havoc with electronics and navigation. Visibility is also very low. The dust is small enough and sharp enough to cut anything unprotected by serious armor down to bones.

Similar winds, but rotating in an opposite direction, are blowing from the center of the realm out. Where the cyclone and anticyclone meat, they collide, generating friction, electrical discharges and heat. The magnetic fields generated by the two winds also negate each other in this area. Because of this, magnetically confined hydrogen plasma is ignited in the upper parts of the atmosphere. Because of the heavy deuterium tritium presence, low intensity fusion reaction occurs, generating additional heat and some radiation.

All these factors combine to make a narrow band of the surface (indicated in white, 30 km wide) habitable in terms of magnetic fields, temperature, illumination. However, the terrain is still hard enough, and there's metallic dust. Because of this, the civilization is confined to five great cities.

The cities are located in five corners of a giant pentagram. They are technologically advanced, with complex societies of mixed human and non-human inhabitants (Advanced Social Structures, Human Populace, Advanced technology: -2 points, resident devils -1 point, Committed population: -2 points). Each city is located on top of a giant pole of metal, paved over with insulating material. In order to generate electricity one needs just to put a metal rod into the ground and attract lightning from the air. The poles generate magnetic fields that keep the metal dust away.

The cities are inspired by the Maidens, as people might have noticed.

In the north (Indicated as yellow) is the "Mercury city" inspired by the Maiden of Journeys. It houses the industries needed to maintain advanced transportation networks existing between the cities and in the cities (Exclusive transportation: -1 point), and the "foraging" industry, which essentially runs Tiberian Sun harvesters – operations to venture out into the hellscape and gather valuable resources. It also houses a large golden gate, beyond which there's a direct route to the realm's border – a giant underground tunnel.

In the east there's "Mars city" (indicated in red), dedicated to war. Since the cities are (mostly) in peace with each other, and depend on each other, it wouldn't make sense to make a "war industry only" city. Because of this, police academies and prisons are also located there. There are a lot of martial monasteries working on developing magical martial arts. Weapon manufacturers (including for weapons needed in foraging industry) are also located there.

In the south-east there's "Jupiter city" (green on the map), a center of learning, both technological and arcane. Universities, laboratories, arcane centers, and also spy agencies are there.

In the south-west lies "Venus city" (blue on the map), which is an center of entertainment and arts. Theaters, art galleries, TV studios, brothels. Also kindergartens, because children should be happy. It is also a major center of food production.

Finally in the west there's "Saturn city" (purple on the map). It is a medical and psychological counseling center. It also primarily deals with dead souls sent to our realm, other than those we need imprisoned (those go to "Mars city"). Mortuary centers are also there. Because the population of the world is unaging or at least very slowly aging, it would also deal with "endings", ie a very thorough psychological renewal sessions for very old beings to make them make a new beginning in life. Final Death in your realm is only something that happens here, in special ritualistic chambers.

Population of each city is about a million people. The food production is handled via vertical farms, and very efficient and nutritious alien fruits. There's not much meat, though.

In the center of the realm, there's a giant column depicting two ascending eastern dragons. It is meant to be inspired by Ebon Dragon and Oramus. At the top of the column there's a giant crystalline complex. For image reference, see Crystal Tokyo. It is a political and religious center of the realm, and Molly's seat of power, complete with an (almost always) empty throne. It houses the united government of the people of the realm, even if each city also has self-governance. As a special feature, the throne, which is located at the geometric center of the realm, is illuminated by unseen sun. Anyone sitting in it, if they look up, would be able to see said sun, in an effect that is reverse to how one can see night sky from the bottom of a well (and yes, I know that it doesn't work in real life). The sun is sometimes yellow, and sometimes green.

Black areas - unsurvivable areas
White area - survivable "goldilocks" area
blue arrow - wind directions
Blue lines - transportation network
Colored circles - cities
The general idea is to have the realm inspired by:

1) Arctis Tor – that was the place that redefined Molly's life, like it or not

2) Sailor Moon – both as a mockery of Arctis Tor, and because Molly likely watched it as a kid

3) Dreams of the First Age. Just enough very small (IC) hints are references, based on forgotten lore suppressed deep in our exaltation, on the dreams that allow us to learn Ancient Sorcery that, with a lot of time and effort, we could uncover more.

EDIT: Edited the build to account for the right book source (I was using the previous edition in my first draft). Added some forests in the survivable area.
 
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[X] Agree, you can bend the 'no rushing into danger' clause if or realistically when you get there

Indeed. We won a lot of social credit here. Maybe even improved someone's life.

So... I finished my write-up for the idea of our future kingdom. It really got away from me.

Large size -10 points
Difficult Terrain +5 points
Pockets of Safety +15 points
Superhuman inhabitants -15 points
Advanced Social Structures -10 points
Advanced Technology -10 points
Fanatical Loyalty - 15 points
Advanced Transportation -5 points
Gaols -5 points

If someone were to look at it from far away, your kingdom would look like a perfect circle with a radius of 263 kilometers, most of its surface is buried under multicolored ice made of water, mercury, krypton, xenon – almost all elements of the periodic table known to man, and perhaps, more. Jagged, razor sharp ice shards extend hundred meters high, forming a near impossible to traverse landscape. Such is the depth of your domain's unfeeling coldness, that rivers of liquid oxygen flow through it, confined by the banks of superconducting bronze. Strange, alien creatures that derive nutrition from radiological decay of uranium and breath hydrogen-helium atmosphere, populate these rivers, inimical and universally hostile to everything within their reach. Their bioluminescence is the only source of illumination beyond the soft silver light of the moon traversing the starless black skies, each revolution with a new phase and surface.

To venture into this hellscape in an attempt to escape the kingdom of your heart without permission, is to face almost guaranteed demise, for even if one was to clad themselves into a space-worthy thermally sealed suit, they would still be fleeced to the bone by a never-ending blizzard of ferrous snow. Electrically charged iron and nickel dust cyclone with the wind speeds far exceeding a hundred meters per second obscures the borders of your realm from NeverNever to eye and any electronic equipment.

And yet, not every place within your self is so inhospitable. For even as the iron cyclone rages at the border of the world, a no less ferocious anticyclone expands from its center. Where they meet, in a tiny strip of land only thirty kilometers wide, their clash in the skies is both ferocious and life giving. In that narrow space, the titanic magnetic fields generated by them cancel each other, and their particles' collisions generate heat enough that eternal ring of lightning plasma is raging in the skies, unable to escape its natural confinement. The temperature is high enough that liquid water can flow in this equator.

It is there that civilization of your world exists. It is confined into five great fortress-cities sitting in five corners of a great pentacle, 185 kilometers from the center of the world. Each fortress is positioned on top of a great pole of metal, large enough to generate its own magnetic field and prevent metal dust from passing into the city, and to serve as a source of free electricity for the city's industry. They are connected to each other by great underground channels forming the beams of the pentagram, with magnetically levitating trains moving at the speeds far beyond speed of sound.

Each city is different, unique, strange and, somehow, nostalgic. Each is perfectly independent, and each is required for others to exist prosperously with their own roles.

In the east stands ruby clad city of law and warriors. Forges and training centers fill it, and all those who seek martial perfection, those who wish to pursue the career in law enforcement and law making, those desire to sally forth in defense of the realm, gather there.

To the south east lies the city of knowledge, its emerald flags adorning the walls of its libraries, universities, research centers and laboratories. All those who strive for understanding visit it at least once in their lifetimes. Many a secret is hidden behind its walls, some, likely, unknown even to you, its creator. Certainly, its records extend to before the creation of its sister cities, perhaps to before the realm it is in existed at all.

In the south western corner of the pentagram, the city of art stands, its streets clad paved with saphires. Where silence and focus reign in the libraries of its neighbor to the east, laugher and jubilation can be heard in all parts of this city. Magnificent are its galleries, captivating its theaters, and enthralling its bordellos.

And when the inhabitants of your world tire of jubilation, grow weary of training, become forlorn in their pursuit of knowledge, they travel to the city at the far west corner of the great pentacle. There, under the amethyst roofs of its buildings and ministrations of the carefully selected caretakers, they find the end to their struggle, and beginning of something new. For your citizens are not human, and do not know age and death as humans do, and in time require assistance to move on, to rest, to change. It is also there that other guests of your world, souls of the damned are processed and made to atone for their sins, to find salvation and healing.

Finally, in the north, there is a city from which teams of daring explorers venture forth, protected only by their armor and faith in you, to brave the borders of your realm in pursuit of minerals and other wealth. There the services that maintain great transportation arteries linking the five sister cities are located. There the main food production facilities are located. And finally, there stand the great golden gates, beyond which is the only tunnel leading directly to the border of your world.

Great are the cities of your kingdom, each more than a million strong in number, each with its culture, philosophy, dreams and futures. And yet, they are not the crown of this world. For in its very center, there exists a sixth structure.

A giant statue, or a mountain if a form of statue, an exist of the wheel around which the world turns stands in the middle of your soul. Two eastern dragons, one black as the darkest night, the other all colors of rainbow, spiral around each other in a mockery of a human DNA, rising from the ground to challenge the empty skies. In their jaws, a giant crystalline palace rests, its architecture something that doesn't belong to today – only to tomorrow and perhaps to ages long since past. It is the seat of your governance, and the natural meeting place of the governing parties of your subjects. It is also a church, a and a site of holy pilgrimage for them. The only possible glimpse of something that doesn't exist in this realm. Illuminating your throne, and observable only in your throne room is the Sun. Sometimes yellow, and sometimes green.
The realms is Idaho sized in surface area (Large size: -10 kingdom creation points), and is a perfect circle with the radius of 263 km (the surface area of Idaho is 216632 square kilometers, which means that the radius is R=sqrt(216632/Pi)).

There is a small moon seen circling around the realm. It is a super-giant magnet.

Most of the realm is unsurvivable, with only a narrow goldilocks zone, and has a hard terrain (Difficult terrain: +5 points, Pockets of Safety: +15 points). The surface temperature outside the survivable area (indicated white in the map) is ~ -200 C, meaning that nitrogen and oxygen are liquid, and argon, mercury and most other things are solid. The atmosphere in those areas is composed primarily of hydrogen, with heavy presence of deuterium and tritium heavy hydrogen isotopes (I'll explain later). The ground is composed of large ice crystals, razor edged and perilous to traverse. Some very alien creatures exist in the rivers of liquid oxygen. Those creatures are mindless and hostile (I'm not using population points here, as those are animals only; please correct me on this one if needed) . They use thermal energy of nuclear decay for sustenance, and feed on uranium dust that is abundant in the rivers. For a reference picture see a tiberium landscape, but far colder.

The landscape is very heavy with metals and heavy elements. Because of how cold it is, several metals, specifically bronze alloys, are superconducting, creating strong magnetic fields and leading to stuff like levitating rocks existing.

Harsh winds ~ 500 km/h circle the outer edges of the world. Essentially, it's a huge mega-tornado encircling the whole realm. The direction of air movement is indicated on the map (blue curved arrow). The air is heavy with electrically charged iron and nickel dust. This, together with the moon's rotation, essentially creates a super-giant induction motor that generates a magnetic field that plays merry havoc with electronics and navigation. Visibility is also very low. The dust is small enough and sharp enough to cut anything unprotected by serious armor down to bones.

Similar winds, but rotating in an opposite direction, are blowing from the center of the realm out. Where the cyclone and anticyclone meat, they collide, generating friction, electrical discharges and heat. The magnetic fields generated by the two winds also negate each other in this area. Because of this, magnetically confined hydrogen plasma is ignited in the upper parts of the atmosphere. Because of the heavy deuterium tritium presence, low intensity fusion reaction occurs, generating additional heat and some radiation.

All these factors combine to make a narrow band of the surface (indicated in white, 30 km wide) habitable in terms of magnetic fields, temperature, illumination. However, the terrain is still hard enough, and there's metallic dust. Because of this, the civilization is confined to five great cities.

The cities are located in five corners of a giant pentagram. They are technologically advanced, with complex societies of non-human inhabitants (Advanced Social Structures: -10 points, Advanced technology: -10 points, superhuman inhabitants: -15 points, Fanatical population: -15 points). Each city is located on top of a giant pole of metal, paved over with insulating material. In order to generate electricity one needs just to put a metal rod into the ground and attract lightning from the air. The poles generate magnetic fields that keep the metal dust away.

The cities are inspired by the Maidens, as people might have noticed.

In the north (Indicated as yellow) is the "Mercury city" inspired by the Maiden of Journeys. It houses the industries needed to maintain advanced transportation networks existing between the cities and in the cities (Advanced Transportation: -5 points), and the "foraging" industry, which essentially runs Tiberian Sun harvesters – operations to venture out into the hellscape and gather valuable resources. It also houses a large golden gate, beyond which there's a direct route to the realm's border – a giant underground tunnel.

In the east there's "Mars city" (indicated in red), dedicated to war. Since the cities are (mostly) in peace with each other, and depend on each other, it wouldn't make sense to make a "war industry only" city. Because of this, police academies and prisons (gaols: -5 points) are also located there. There are a lot of martial monasteries working on developing magical martial arts. Weapon manufacturers (including for weapons needed in foraging industry) are also located there.

In the south-east there's "Jupiter city" (green on the map), a center of learning, both technological and arcane. Universities, laboratories, arcane centers, and also spy agencies are there.

In the south-west lies "Venus city" (blue on the map), which is an center of entertainment and arts. Theaters, art galleries, TV studios, brothels. Also kindergartens, because children should be happy. It is also a major center of food production.

Finally in the west there's "Saturn city" (purple on the map). It is a medical and psychological counseling center. It also primarily deals with dead souls sent to our realm, other than those we need imprisoned (those go to "Mars city"). Mortuary centers are also there. Because the population of the world is unaging or at least very slowly aging, it would also deal with "endings", ie a very thorough psychological renewal sessions for very old beings to make them make a new beginning in life.

Population of each city is about a million people. The food production is handled via vertical farms, and very efficient and nutritious alien fruits. There's not much meat, though.

In the center of the realm, there's a giant column depicting two ascending eastern dragons. It is meant to be inspired by Ebon Dragon and Oramus. At the top of the column there's a giant crystalline complex. For image reference, see Crystal Tokyo. It is a political and religious center of the realm, and Molly's seat of power, complete with an (almost always) empty throne. It houses the united government of the people of the realm, even if each city also has self-governance. As a special feature, the throne, which is located at the geometric center of the realm, is illuminated by unseen sun. Anyone sitting in it, if they look up, would be able to see said sun, in an effect that is reverse to how one can see night sky from the bottom of a well (and yes, I know that it doesn't work in real life). The sun is sometimes yellow, and sometimes green.

Black areas - unsurvivable areas
White area - survivable "goldilocks" area
blue arrow - wind directions
Blue lines - transportation network
Colored circles - cities
The general idea is to have the realm inspired by:

1) Arctis Tor – that was the place that redefined Molly's life, like it or not

2) Sailor Moon – both as a mockery of Arctis Tor, and because Molly likely watched it as a kid

3) Dreams of the First Age. Just enough very small (IC) hints are references, based on forgotten lore suppressed deep in our exaltation, on the dreams that allow us to learn Ancient Sorcery that, with a lot of time and effort, we could uncover more.
Isnt the option that makes Inhabitants immortal missing, if they need the Endings city?

Also, I dont think Superhuman inhabitants is a thing, did you mean human or devils?
 
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Actually why the 10 and 15 point distributions, are you using an older version of ExWoD?

Edit: The ExWoD pdf DP linked on char creation has very different point system, and superhuman inhabitant is a ???
 
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when we get our personal hell what are the rules for demon inhabitants leaving it? Is twenty the limit at a time or can as many leave as we want from the exit to give us an actual projection of power in reality outside our soul?

As far as I can see there is no RAW for letting demons out, though it seems clear unleashing armies is very much not intended, I'll have to think how letting demons and mortals out works, maybe we will stick with 20 at a time to start. That said once you have a hell any fomori making charm you have can use your own devils.
 
As far as I can see there is no RAW for letting demons out, though it seems clear unleashing armies is very much not intended, I'll have to think how letting demons and mortals out works, maybe we will stick with 20 at a time to start. That said once you have a hell any fomori making charm you have can use your own devils.
I'm hoping we can actually let beings out so we can actually legitimately call ourselves an army given it'd be a fuck huge one. Pretty much every faction can field and army and we are unlikely to treat our demons like fodder I do want to actually be able to project outside power.
 
@Yog what do you want to call your Hell idea? I feel that description more than deserves an omake tag.
Honestly not sure. "Realms of dreams of ages past and yet to come" or something like that. Honestly struggling here.

Isnt the option that makes Inhabitants immortal missing, if they need the Endings city?

Also, I dont think Superhuman inhabitants is a thing, did you mean human or devils?
The option is literally called Superhuman inhabitants:
Superhuman Inhabitants (-15): The Kingdom contains
native uncanny beings, possessing superhuman physical or
mental capabilities, advanced knowledge, or magical
powers. Devils, bakemono, and other such wicked beings
fall under this category.
As to why they need Endings - it's explained more in the fluff section. Essentially, an immortal being might need some way to remake themselves. Someone tired of their life, fallen into an inescapable routine might need to reinvent themselves completely. To end their "today" and to remake their "tomorrow". That's the kind of stuff Endings will help with. Psychological assistance, renewal, mortuary services. Perhaps euthanasia. Also inheritance, and also, and importantly, dealing with arriving souls from beyond the realm. Remember, this is a hell realm. We will likely be sending people's souls in here.

Speaking of, @DragonParadox , do we get to design the uncanny beings living in our realm somehow, or would that be too much minute details?

I'm hoping we can actually let beings out so we can actually legitimately call ourselves an army given it'd be a fuck huge one. Pretty much every faction can field and army and we are unlikely to treat our demons like fodder I do want to actually be able to project outside power.
That would probably be a five dot charm of some kind.
 
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[X] Agree, you can bend the 'no rushing into danger' clause if or realistically when you get there

Indeed. We won a lot of social credit here. Maybe even improved someone's life.

So... I finished my write-up for the idea of our future kingdom. It really got away from me.

Large size -10 points
Difficult Terrain +5 points
Pockets of Safety +15 points
Superhuman inhabitants -15 points
Advanced Social Structures -10 points
Advanced Technology -10 points
Fanatical Loyalty - 15 points
Advanced Transportation -5 points
Gaols -5 points

If someone were to look at it from far away, your kingdom would look like a perfect circle with a radius of 263 kilometers, most of its surface is buried under multicolored ice made of water, mercury, krypton, xenon – almost all elements of the periodic table known to man, and perhaps, more. Jagged, razor sharp ice shards extend hundred meters high, forming a near impossible to traverse landscape. Such is the depth of your domain's unfeeling coldness, that rivers of liquid oxygen flow through it, confined by the banks of superconducting bronze. Strange, alien creatures that derive nutrition from radiological decay of uranium and breath hydrogen-helium atmosphere, populate these rivers, inimical and universally hostile to everything within their reach. Their bioluminescence is the only source of illumination beyond the soft silver light of the moon traversing the starless black skies, each revolution with a new phase and surface.

To venture into this hellscape in an attempt to escape the kingdom of your heart without permission, is to face almost guaranteed demise, for even if one was to clad themselves into a space-worthy thermally sealed suit, they would still be fleeced to the bone by a never-ending blizzard of ferrous snow. Electrically charged iron and nickel dust cyclone with the wind speeds far exceeding a hundred meters per second obscures the borders of your realm from NeverNever to eye and any electronic equipment.

And yet, not every place within your self is so inhospitable. For even as the iron cyclone rages at the border of the world, a no less ferocious anticyclone expands from its center. Where they meet, in a tiny strip of land only thirty kilometers wide, their clash in the skies is both ferocious and life giving. In that narrow space, the titanic magnetic fields generated by them cancel each other, and their particles' collisions generate heat enough that eternal ring of lightning plasma is raging in the skies, unable to escape its natural confinement. The temperature is high enough that liquid water can flow in this equator.

It is there that civilization of your world exists. It is confined into five great fortress-cities sitting in five corners of a great pentacle, 185 kilometers from the center of the world. Each fortress is positioned on top of a great pole of metal, large enough to generate its own magnetic field and prevent metal dust from passing into the city, and to serve as a source of free electricity for the city's industry. They are connected to each other by great underground channels forming the beams of the pentagram, with magnetically levitating trains moving at the speeds far beyond speed of sound.

Each city is different, unique, strange and, somehow, nostalgic. Each is perfectly independent, and each is required for others to exist prosperously with their own roles.

In the east stands ruby clad city of law and warriors. Forges and training centers fill it, and all those who seek martial perfection, those who wish to pursue the career in law enforcement and law making, those desire to sally forth in defense of the realm, gather there.

To the south east lies the city of knowledge, its emerald flags adorning the walls of its libraries, universities, research centers and laboratories. All those who strive for understanding visit it at least once in their lifetimes. Many a secret is hidden behind its walls, some, likely, unknown even to you, its creator. Certainly, its records extend to before the creation of its sister cities, perhaps to before the realm it is in existed at all.

In the south western corner of the pentagram, the city of art stands, its streets clad paved with saphires. Where silence and focus reign in the libraries of its neighbor to the east, laugher and jubilation can be heard in all parts of this city. Magnificent are its galleries, captivating its theaters, and enthralling its bordellos.

And when the inhabitants of your world tire of jubilation, grow weary of training, become forlorn in their pursuit of knowledge, they travel to the city at the far west corner of the great pentacle. There, under the amethyst roofs of its buildings and ministrations of the carefully selected caretakers, they find the end to their struggle, and beginning of something new. For your citizens are not human, and do not know age and death as humans do, and in time require assistance to move on, to rest, to change. It is also there that other guests of your world, souls of the damned are processed and made to atone for their sins, to find salvation and healing.

Finally, in the north, there is a city from which teams of daring explorers venture forth, protected only by their armor and faith in you, to brave the borders of your realm in pursuit of minerals and other wealth. There the services that maintain great transportation arteries linking the five sister cities are located. There the main food production facilities are located. And finally, there stand the great golden gates, beyond which is the only tunnel leading directly to the border of your world.

Great are the cities of your kingdom, each more than a million strong in number, each with its culture, philosophy, dreams and futures. And yet, they are not the crown of this world. For in its very center, there exists a sixth structure.

A giant statue, or a mountain if a form of statue, an exist of the wheel around which the world turns stands in the middle of your soul. Two eastern dragons, one black as the darkest night, the other all colors of rainbow, spiral around each other in a mockery of a human DNA, rising from the ground to challenge the empty skies. In their jaws, a giant crystalline palace rests, its architecture something that doesn't belong to today – only to tomorrow and perhaps to ages long since past. It is the seat of your governance, and the natural meeting place of the governing parties of your subjects. It is also a church, a and a site of holy pilgrimage for them. The only possible glimpse of something that doesn't exist in this realm. Illuminating your throne, and observable only in your throne room is the Sun. Sometimes yellow, and sometimes green.
The realms is Idaho sized in surface area (Large size: -10 kingdom creation points), and is a perfect circle with the radius of 263 km (the surface area of Idaho is 216632 square kilometers, which means that the radius is R=sqrt(216632/Pi)).

There is a small moon seen circling around the realm. It is a super-giant magnet.

Most of the realm is unsurvivable, with only a narrow goldilocks zone, and has a hard terrain (Difficult terrain: +5 points, Pockets of Safety: +15 points). The surface temperature outside the survivable area (indicated white in the map) is ~ -200 C, meaning that nitrogen and oxygen are liquid, and argon, mercury and most other things are solid. The atmosphere in those areas is composed primarily of hydrogen, with heavy presence of deuterium and tritium heavy hydrogen isotopes (I'll explain later). The ground is composed of large ice crystals, razor edged and perilous to traverse. Some very alien creatures exist in the rivers of liquid oxygen. Those creatures are mindless and hostile (I'm not using population points here, as those are animals only; please correct me on this one if needed) . They use thermal energy of nuclear decay for sustenance, and feed on uranium dust that is abundant in the rivers. For a reference picture see a tiberium landscape, but far colder.

The landscape is very heavy with metals and heavy elements. Because of how cold it is, several metals, specifically bronze alloys, are superconducting, creating strong magnetic fields and leading to stuff like levitating rocks existing.

Harsh winds ~ 500 km/h circle the outer edges of the world. Essentially, it's a huge mega-tornado encircling the whole realm. The direction of air movement is indicated on the map (blue curved arrow). The air is heavy with electrically charged iron and nickel dust. This, together with the moon's rotation, essentially creates a super-giant induction motor that generates a magnetic field that plays merry havoc with electronics and navigation. Visibility is also very low. The dust is small enough and sharp enough to cut anything unprotected by serious armor down to bones.

Similar winds, but rotating in an opposite direction, are blowing from the center of the realm out. Where the cyclone and anticyclone meat, they collide, generating friction, electrical discharges and heat. The magnetic fields generated by the two winds also negate each other in this area. Because of this, magnetically confined hydrogen plasma is ignited in the upper parts of the atmosphere. Because of the heavy deuterium tritium presence, low intensity fusion reaction occurs, generating additional heat and some radiation.

All these factors combine to make a narrow band of the surface (indicated in white, 30 km wide) habitable in terms of magnetic fields, temperature, illumination. However, the terrain is still hard enough, and there's metallic dust. Because of this, the civilization is confined to five great cities.

The cities are located in five corners of a giant pentagram. They are technologically advanced, with complex societies of non-human inhabitants (Advanced Social Structures: -10 points, Advanced technology: -10 points, superhuman inhabitants: -15 points, Fanatical population: -15 points). Each city is located on top of a giant pole of metal, paved over with insulating material. In order to generate electricity one needs just to put a metal rod into the ground and attract lightning from the air. The poles generate magnetic fields that keep the metal dust away.

The cities are inspired by the Maidens, as people might have noticed.

In the north (Indicated as yellow) is the "Mercury city" inspired by the Maiden of Journeys. It houses the industries needed to maintain advanced transportation networks existing between the cities and in the cities (Advanced Transportation: -5 points), and the "foraging" industry, which essentially runs Tiberian Sun harvesters – operations to venture out into the hellscape and gather valuable resources. It also houses a large golden gate, beyond which there's a direct route to the realm's border – a giant underground tunnel.

In the east there's "Mars city" (indicated in red), dedicated to war. Since the cities are (mostly) in peace with each other, and depend on each other, it wouldn't make sense to make a "war industry only" city. Because of this, police academies and prisons (gaols: -5 points) are also located there. There are a lot of martial monasteries working on developing magical martial arts. Weapon manufacturers (including for weapons needed in foraging industry) are also located there.

In the south-east there's "Jupiter city" (green on the map), a center of learning, both technological and arcane. Universities, laboratories, arcane centers, and also spy agencies are there.

In the south-west lies "Venus city" (blue on the map), which is an center of entertainment and arts. Theaters, art galleries, TV studios, brothels. Also kindergartens, because children should be happy. It is also a major center of food production.

Finally in the west there's "Saturn city" (purple on the map). It is a medical and psychological counseling center. It also primarily deals with dead souls sent to our realm, other than those we need imprisoned (those go to "Mars city"). Mortuary centers are also there. Because the population of the world is unaging or at least very slowly aging, it would also deal with "endings", ie a very thorough psychological renewal sessions for very old beings to make them make a new beginning in life.

Population of each city is about a million people. The food production is handled via vertical farms, and very efficient and nutritious alien fruits. There's not much meat, though.

In the center of the realm, there's a giant column depicting two ascending eastern dragons. It is meant to be inspired by Ebon Dragon and Oramus. At the top of the column there's a giant crystalline complex. For image reference, see Crystal Tokyo. It is a political and religious center of the realm, and Molly's seat of power, complete with an (almost always) empty throne. It houses the united government of the people of the realm, even if each city also has self-governance. As a special feature, the throne, which is located at the geometric center of the realm, is illuminated by unseen sun. Anyone sitting in it, if they look up, would be able to see said sun, in an effect that is reverse to how one can see night sky from the bottom of a well (and yes, I know that it doesn't work in real life). The sun is sometimes yellow, and sometimes green.

Black areas - unsurvivable areas
White area - survivable "goldilocks" area
blue arrow - wind directions
Blue lines - transportation network
Colored circles - cities
The general idea is to have the realm inspired by:

1) Arctis Tor – that was the place that redefined Molly's life, like it or not

2) Sailor Moon – both as a mockery of Arctis Tor, and because Molly likely watched it as a kid

3) Dreams of the First Age. Just enough very small (IC) hints are references, based on forgotten lore suppressed deep in our exaltation, on the dreams that allow us to learn Ancient Sorcery that, with a lot of time and effort, we could uncover more.
This is cool, and I'd vote for it when the time comes, but I think you need to tweak it a little mechanically.

To make the hostile animals actually dangerous I think you need to take the hostile fauna trait. Which would be a problem, but the hostile flora trait gives back the same value in points, so just having appropriate weird and dangerous plants would let keep everything else the same.
 
Honestly not sure. "Realms of dreams of ages past and yet to come" or something like that. Honestly struggling here.


The option is literally called Superhuman inhabitants:

As to why they need Endings - it's explained more in the fluff section. Essentially, an immortal being might need some way to remake themselves. Someone tired of their life, fallen into an inescapable routine might need to reinvent themselves completely. To end their "today" and to remake their "tomorrow". That's the kind of stuff Endings will help with. Psychological assistance, renewal, mortuary services. Perhaps euthanasia. Also inheritance, and also, and importantly, dealing with arriving souls from beyond the realm. Remember, this is a hell realm. We will likely be sending people's souls in here.

Speaking of, @DragonParadox , do we get to design the uncanny beings living in our realm somehow, or would that be too much minute details?


That would probably be a five dot charm of some kind.
Are you using this book DP posted?
Proper link to the book this time.
I just have
Human Populace (Cost: None): The Realm has a
native human population, with their own culture and
a history that, strangely, significantly predates the cre-
ation of the Kingdom.
• Resident Devils (Cost: 1 point): The Realm has a
significant population of superhuman beings such as
bakemono and wicked spirits.
 
Honestly not sure. "Realms of dreams of ages past and yet to come" or something like that. Honestly struggling here.


The option is literally called Superhuman inhabitants:

As to why they need Endings - it's explained more in the fluff section. Essentially, an immortal being might need some way to remake themselves. Someone tired of their life, fallen into an inescapable routine might need to reinvent themselves completely. To end their "today" and to remake their "tomorrow". That's the kind of stuff Endings will help with. Psychological assistance, renewal, mortuary services. Perhaps euthanasia. Also inheritance, and also, and importantly, dealing with arriving souls from beyond the realm. Remember, this is a hell realm. We will likely be sending people's souls in here.

Speaking of, @DragonParadox , do we get to design the uncanny beings living in our realm somehow, or would that be too much minute details?


That would probably be a five dot charm of some kind.

Sure you guys can design the beings in your hell as long as they fit its themes.

As for a name suggestion how about Fivefold Courts of Fate? It feels like it gets across something of the past and present themes and works off the number of cities.
 
Sure you guys can design the beings in your hell as long as they fit its themes.

As for a name suggestion how about Fivefold Courts of Fate? It feels like it gets across something of the past and present themes and works off the number of cities.
if we can't field large parts of our soul population can a homebrew 5 dot charm be made to do it on a permanent basis? Sorry I just its really useful to have an actual faction to our name.
 
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