Green Flame Rising (Exalted vs Dresden Files)

Specialized exalted stomp on generalized ones, to an insane degree. Which is why exalted that specialize in social and minion making, are the most powerful. As they become everything else by proxy.
Outside a white room scenario, specialized Exalts often find themselves beset by problems that a less optimized Exalt would slip by with ease.

Being Invincible Sword Princess does not help you lose pursuit by the spirits tracking you for the DB-led army attempting to run you down. Your badass crafter gets shanked in an alley, or gets suborned by someone with a silver tongue
Your Pretty Kitty gets poison in her tea and didnt invest in any Survival charms.

Even your minion commander runs into someone with Enemy Castigating Solar Judgement and goes splat.
Outside of situations where you explicitly expect to be playing in a party where you can cover each other's weaknesses? An Exalt in a halfway realistic scenario will have to spread their investment around to cover obvious, glaring weaknesses.
 
Exalted specialization is the key.
The problem is we're rather lacking in fellow Exalts to form a Circle with, so generalism is probably going to have to be the order of the day.

On Investigation, to me the question is 1) are we anticipating not having access to a talented mortal investigator (I.e. Dresden) in the immediate future, and 2) do we anticipate needing an Exalted tier investigator in the near future? If the answer to both of those is no then it goes to the bottom of the spending priorities.
 
Outside a white room scenario, specialized Exalts often find themselves beset by problems that a less optimized Exalt would slip by with ease.

Being Invincible Sword Princess does not help you lose pursuit by the spirits tracking you for the DB-led army attempting to run you down. Your badass crafter gets shanked in an alley, or gets suborned by someone with a silver tongue
Your Pretty Kitty gets poison in her tea and didnt invest in any Survival charms.

Even your minion commander runs into someone with Enemy Castigating Solar Judgement and goes splat.
Outside of situations where you explicitly expect to be playing in a party where you can cover each other's weaknesses? An Exalt in a halfway realistic scenario will have to spread their investment around to cover obvious, glaring weaknesses.
yeah as cliche as the party system is they're really useful. Too bad parties are not nearly as conductive in a modern setting also you know most people are squishier than the resident infernal exalted.
 
The problem is we're rather lacking in fellow Exalts to form a Circle with, so generalism is probably going to have to be the order of the day.

On Investigation, to me the question is 1) are we anticipating not having access to a talented mortal investigator (I.e. Dresden) in the immediate future, and 2) do we anticipate needing an Exalted tier investigator in the near future? If the answer to both of those is no then it goes to the bottom of the spending priorities.
Yeah investigation is really low on priorities since we have allies, we will have demons, we will have the crown, and I think eventually we have a charm that lets us see peoples darkest secrets passively.
 
The problem is we're rather lacking in fellow Exalts to form a Circle with,
I wouldn't even really call it a problem honestly. Sure mechanically it might make exp spending more effective through specialization, but it'd also be pretty likely to dominate everything in the story.

We can do a lot of neat stuff as a nearly one of a kind new element interacting with the setting that four or more additional exalts would relegate to scenery.
 
0h also other than the things I listed there is also the persuasion, empathy, and intimidation methods of investigation. This on top of future charms, the crown, allies, demons, and minions.
 
Secret Arts: The Qiao of the Devil
So, here is my attempt at making a Secret Arts of Qiao of the Mo Kung and Meng or at least using it as a base. The idea is that a Infernal uses their innate knowledge of the Infernal Monster Style and Qiao of the Mo Kung and Meng to break the former and use the later as a core for a new style based on the parts salvaged from the former.

The Infernal charm set has some glaring holes in it and I hope that this would cover some of them.

Secret Arts: The Qiao of the Devil

Within the depths of an Infernal's mind and essence lurks a monster. A shadow of titans long gone. Of hate and spite unending. A source of great and terrible power, if it can be tapped into. The easiest way is to cast aside morality and decency in the naked pursuit of power, to give into rage. Yet, wise is the Infernal who knows well the dangers of Power being anything more than a means and not the end itself.

Thus, was born the Qiao of the Devil. The Style takes the teachings of the Qiao, more specifically the Qiao of the Mo Kung and Meng, to slay the monster within and take its power for one's self. For power serves the infernal and not the other way around.

The Practioners of the Style aim to achieve enlightenment by virtue of being "illuminated" through the experience of confronting the evils within. Confronted by their inner darkness, they have to slay their inner demon, thus mastering their hate and rage.

Savants would caution that playing with fire may result in being burned, but you cannot be burnt if you are fire itself.

This Secret Art functions much the same as the Sidereals ones but a few caveats. Both Sidereals and Infernals can learn them as though they were Caste Charms, for (rating x 3) experience points, but Sidereals, along with Solar, Abyssal, and Lunar Exalted, can only learn up to the 4-dot power and must first be taught them by an Infernal. All other Exalted can still only purchase up to the 3-dot power, and all non-Sidereal, non-Infernal Exalted pay (rating x 4) to learn from a mentor. Infernals and Sidereals can both teach any Secret Arts Charm they know.

Much like other Secret Arts, an Exalt cannot buy a Charm that is rated higher than her Essence rating.

The Devil Dances (•)

The Infernal embodies monstrous speed and grace, meeting every blow she faces head on, no matter the numbers. All blows are answered in righteous violence.

System: The Infernal may spend 1 Essence and 1 willpower reflexively and when the Infernal takes multiple actions, each subsequent action raises the difficulty as normal but she doesn't suffer a penalty to her dice pool. Further, the characters opposing the Infernal suffer an increasing dice penalty of -1 after the first person has acted against the Infernal, in the order of their actions, to a maximum dice penalty of the Infernal's essence, which resets at the end of each turn. The effects lasts for the duration of a scene.

This is fairly strait forward. The Infernal gains the effects of Multi-hand. A simple power but a useful one that allows the Infernal to do multiple things without the problem of reducing dice. The second part is that turning a penalty into a bonus, which is in theme with the Infernal and the Infernal Monster Style that acts as one of the base for this Secret Art, though in this case, due to discipline, it is instead inflicted on the enemy. The Penalty is also capped at essence, so it balances itself out.

How this works is simple, if the Infernal is E3, the first enemy suffers no penalty and the second a -1 to their dice pool, the third suffers a -2 and the fourth and all others suffer a -3 for the rest of the turn. The next turn, the second suffers a -1 and then the third a -2 and so on.

The Devil Descends (••)

The Infernal's blows land with the devastating force of a rampaging behemoth, rending Armor and striking hard, leaving her enemies beaten and broken at her wake.

System: The Infernal may reflexively spend 1 Essence and for the rest of the scene, reroll 1s until 1s no longer appear in all (Physical Attribute + Ability), Willpower, Soak and Damage rolls made by her. If she does aggravated damage, she may ignore (Strength) soak dice from Armor and increases the difficulty of all soak rolls from her attacks by +1.

This charm is scene long but also has some serious restrictions on it. Compare it to Armor-Rending Claw Fist and Soul-Cleaving Strike, which are Essence turns and one turn respectfully but in the infernal version, it is balanced by having to do Agg damage.

What that means is that most foes are not going to soak Agg damage, so this charm does not apply to them and the +1 difficulty is meaningless if our enemy does not roll the dice.

The second thing is that it only reduces (Strength) Armor and not ignore it completely.

The third is that soak granted by armor is limited. Usually to +4 max and Armor does not stack with other sources of Armor baring special circumstances. It is a utility charm and does not work against Stamina soak rolls, which is the main source of Soak. So is balanced with that in consideration.

Compared to charms like Soul-Cleaving Strike, which can raise difficulty of soak to 9 AND ignore armor fully, it is balanced by being scene long.

The reroll of 1s are due to the enhanced focus that is central to the style and we already ignore 1s on our key ability.

The Devil Awakens (•••)

The Infernal enters a Zen-like state, similar to Mushin, in which all of their worldly concerns are stripped away and they achieve a state of Tranquil fury. The user does this by centring themselves in the eye of the mental hurricane of rage and hate so as to be able to direct the storm they have unleashed, for they are the master of their powers and not the other way around.

System: By spending two Essence and two Willpower, the Infernal gains the following advantages.
  • At the start of each turn or every 3 seconds out of combat, all of the Infernal's Attributes increase by Essence, to a maximum of 10. This bonus lasts for the rest of the scene. This increase never applies to an Excellency, which only uses the permanent attribute dots, nor is it capable of raising Attributes above 10 without Charms that specifically allow it to stack.
  • The Infernal no longer suffers penalties from wounds, movement penalties, poison, hunger, thirst, disease, fatigue, inclement weather, or temperature for the rest of the scene.

So this charm is a copy of the Body of the Dragon. The theme is that the physical enhancements of the capstone of the Qiao of the Mo Kung but with a CMA twist.

With regards to balance, the Qiao of the Mo Kung already allows us to raise all Attributes to 9, so raising it to 10 is not a problem.

I added immunities as they are all physical immunities that are fluffed as being there due to the increased stats. Due to the raw power granted by the form, those concerns like wounds etc are put in the back burner.

The Devil Endures (••••)

The infernal's stamina and endurance is seemingly infinite. It may take thousands to actually kill her but she may very well end up killing thousands instead.

System: The infernal may reflexively spend 1 Essence and 1 willpower and ignores the cumulative difficulty increase of taking multiple actions. In addition, the Characters opposing the Infernal suffers a cumulative difficulty increase of +1 after the first person has acted against the Infernal, in the order of their actions, to maximum additional difficulty of the Infernal's essence and resets at the end of each turn. This charm only applies to the increase in difficulty from taking Multiple Actions and not from any other sources. This charm also does not allow the infernal to take more action than she would have otherwise been able to, had she not used this charm. Nor does it allow a difficulty of actions taken against the Infernal to be increased over 9 vide stacking. The effects lasts for the duration of a scene.

This charm is balanced by the fact that we do not get more actions but simply reduces the difficulty of actions we take during a Multi-Action turn. Keep in mind that this is a 4 Dot effect and is in the same tier as Perfect defenses. It also compares with the likes of Fivefold Bulwark Stance but is limited by the fact that it only reduces the difficulty penalty for the infernal and still restricts the character in how many actions they can take.

I also added the difficulty inverter as Infernals desperately need some Multi Action charms to defend themselves like parry or dodge or blocks and it would be too weak otherwise. How this works is simple, if the Infernal is E4, the second enemy suffers a +1 difficulty, the third suffers a +2 and the fourth suffer a +3 and the fifth and all others suffer a +4 for the rest of the turn to a max of difficulty 9. The next turn, the second suffers a -1 and then the third a -2 and so on.

The Devil is here (•••••)

The Infernal redefines what it means to be a Devil, making peace with her mortal and Infernal nature, uniting both man and monster into a perfect fusion, for she is the monster and the monster is her and her is the will that will bring violence upon her foes.

System: The Infernal gains the following benefits.
  • The Infernal may spend 1 Essence and all attempts at divination performed within a mile of the character, for the rest of the scene triggers a willpower roll off between the Infernal and the person attempting the divination at a difficulty of the opponent's willpower with a maximum difficulty of 9. Failure by the person in the roll results in causing them to get only a single disturbing result: "The Devil is here." This effect automatically triggers for no cost when the Infernal enters her Shintai or activates "The Devil Awakens".
  • When the Infernal triggers her Shintai, she automatically activates "The Devil Awakens" for no cost. Alternatively, she may reduce the cost of her shintai by the cost of the charm "The Devil Awakens" if the same is already active.
  • The Boost in attributes from "The Devil Awakens" now stacks with the boosts in attributes granted from a Shintai and from other sources. The same may be used to surpass the cap of 10 attributes. The said charm itself is capped to 10 but the shintai attributes and other boosts may be added to it, pushing it over the cap.
  • Finally, every time the Infernal, both in Shintai and out of it, slays a foe who has wounded her, she may "roll back" the number of times the Infernal is considered to have attempted to don her Shintai form during the current story by one, reducing its cost or difficulty accordingly (to a minimum of Essence 2, willpower 2, and no roll requirement). This can be done only once per Combat and killing multiple people in the same combat yields no further benefits.

This charm is self-explanatory. It removes the cap on stacking and allows "The Devil Awakens" to stack with shintai and other sources. It also acts as a refresh which we can use once per combat. The requirement is low but we are in combat very rarely and Molly is not going to go around killing people. Even otherwise, there are other ways to use shintais like the Signature effect of Mother Sea Mastery, which is a one dot charm. So this being a 5 Dot charm, is balanced when compared to the "Do not die when killed" charm like "The King still Stands".

Not sure how balanced or over or underpowered it is, so here it is regardless.
 
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So, here is my attempt at making a Secret Arts of Qiao of the Mo Kung or at least using it as a base. The idea is that a Infernal uses their innate knowledge of the Infernal Monster Style and Qiao of the Mo Kung to break the former and use the later as a core for a new style based on the parts salvaged from the former.

The Infernal charm set has some glaring holes in it and I hope that this would cover some of them.

Secret Arts: The Qiao of the Devil

Within the depths of an Infernal's mind and essence lurks a monster. A shadow of titans long gone. Of hate and spite unending. A source of great and terrible power, if it can be tapped into. The easiest way is to cast aside morality and decency in the naked pursuit of power, to give into rage. Yet, wise is the Infernal who knows well the dangers of Power being anything more than a means to an end and not the end itself.

Thus, was born the Qiao of the Devil. The Style takes the teachings of the Qiao, more specifically the Qiao of the Mo Kung, to slay the monster within and take its power for one's self. For power serves the infernal and not the other way around.

The aim of the Style is to achieve enlightenment by virtue of being "illuminated" through the experience of confronting the evils within themselves. Confronted by their inner darkness, they have to slay their inner demon, thus mastering their hate and rage.

Savants would caution that playing with fire may result in being burned, but you cannot be burnt if you are fire itself.



This is fairly strait forward. The Infernal permanently gains the effects of Multi-hand. A simple power but a useful one that allows the Infernal to do multiple things without the problem of reducing dice.



This charm is scene long but also has some serious restrictions on it. Compare it to Armor-Rending Claw Fist and Soul-Cleaving Strike, which are Essence turns and one turn respectfully but in the infernal version, it is balanced by having to do Agg damage.

What that means is that most foes are not going to soak Agg damage, so this charm does not apply to them and the +1 difficulty is meaningless if our enemy does not roll the dice.

The second thing is that it only reduces (Dex) Armor and not ignore it completely.

The third is that soak granted by armor is limited. Usually to +4 max and Armor does not stack with other sources of Armor baring special circumstances. It is a utility charm and does not work against Stamina soak rolls, which is the main source of Soak. So is balanced with that in consideration.

Compared to charms like Soul-Cleaving Strike, which can raise difficulty of soak to 9 AND ignore armor fully, it is balanced by being scene long.



So this charm is a copy of the Body of the Dragon. The theme is that the physical enhancements of the capstone of the Qiao of the Mo Kung but with a CMA twist.

With regards to balance, the Qiao of the Mo Kung already allows us to raise all Attributes to 9, so raising it to 10 is not a problem.

I added immunities as they are all physical immunities that are fluffed as being there due to the increased stats. Due to the raw power granted by the form, those concerns like wounds etc are put in the back burner.

The reroll of 1s are due to the enhanced mental attributes and we already ignore 1s on our key ability.



This charm is balanced by the fact that we do not get more actions but simply reduces the difficulty of actions we take during a Multi-Action turn. Keep in mind that this is a 4 Dot effect and is in the same tier as Perfect defences. It also compares with the likes of Fivefold Bulwark Stance but is limited by the fact that it only reduces the difficulty penalty and still restricts the character in how many actions they can take.



This charm is self-explanatory. It removes the cap on stacking and allows "The Devil Awakens" to stack with shintai and other sources. It also acts as a refresh which we can use once per combat. The requirement is low but we are in combat very rarely and Molly is not going to go around killing people. Even otherwise, there are other ways to use shintais like the Signature effect of Mother Sea Mastery, which is a one dot charm. So this being a 5 Dot charm, is balanced when compared to the "Do not die when killed" charm like "The King still Stands".

Not sure how balanced or over or underpowered it is, so here it is regardless.
I'll note dp already said a exalted martial art could let us go past 10 in attributes even while in shintai heck we can naturally go past 10 in shintai once we get the next form.
 
thats fair I do actually want to go far in on certain things do you agree with that? Like getting 5 dots in certain things, complimenting charms, and attributes, and excellencies? Like I'm not totally against branching out some are you fine with actually going really deep into some things though?
5 dots is expensive.
0 to 5 dots in an Ability is 23XP, IIRC.
There are very few things I expect to see 5s in; you are more likely to see 1-2 dot dips in some non core Abilities.

As for Attributes and Abilities in play, that depends on how things go.
XP Costs
New Ability 3xp
Ancient sorcery spell 10xp
Attribute current rating *4xp
Ability current rating *2xp
Caste Ability current rating *1xp
Caste or Favored Charm Charm rating *3xp
Other Charm Charm rating *4xp
Willpower current rating
Essence current rating *8xp
First dot of a Sorcerer Path 4xp
Follow-up dots in a Sorcerer Path current rating *3xp
Sorcerous Rituals Dot Rating*xp
Merit current rating *4xp
Not so much what I want as what we can afford.

For example? I want Appearance 5. I would have voted for Appearance 5 in chargen.
It would have been more optimal to buy Appearance 5, Cha 1, Man 1, then raised Man/Cha from 1 to 3 dots in play; 4 XP each to 2 dots, then 8XP to 3 dots. But we didnt get it.

I dont think we can afford Appearance 5 in play. I'll still vote for more App, but Appearance 3 max.
And thats probably after we hit E3.
 
Unless we have Harry in our pocket at all times, we need at least a dot or two of Investigations, and an Excellency.

Things we can likely wait to have an expert handle, like Finance? Sure, let them handle it.

Something we may need 'now' like Investigation, Alertness, and Awareness? We need at least a dot in, and probably an Excellency.

Is it an XP sink, yes.
Will it be worth it to someone going on adventures? Likely also yes.
 
I'll note dp already said a exalted martial art could let us go past 10 in attributes even while in shintai heck we can naturally go past 10 in shintai once we get the next form.
I feel that a 3 Dot cham is too powerful if that is allowed. A 5 Dot charm is more appropriate to break the cap. If it is too weak, I'll let DP rule on how to do it.
 
5 dots is expensive.
0 to 5 dots in an Ability is 23XP, IIRC.
There are very few things I expect to see 5s in; you are more likely to see 1-2 dot dips in some non core Abilities.

As for Attributes and Abilities in play, that depends on how things go.

Not so much what I want as what we can afford.

For example? I want Appearance 5. I would have voted for Appearance 5 in chargen.
It would have been more optimal to buy Appearance 5, Cha 1, Man 1, then raised Man/Cha from 1 to 3 dots in play; 4 XP each to 2 dots, then 8XP to 3 dots. But we didnt get it.

I dont think we can afford Appearance 5 in play. I'll still vote for more App, but Appearance 3 max.
And thats probably after we hit E3.
note I am talking about skills already at 3 dots minimum right now to eventually turn to 5 dots and not many and preferably things already at 4 dots.
 
Unless we have Harry in our pocket at all times, we need at least a dot or two of Investigations, and an Excellency.

Things we can likely wait to have an expert handle, like Finance? Sure, let them handle it.

Something we may need 'now' like Investigation, Alertness, and Awareness? We need at least a dot in, and probably an Excellency.

Is it an XP sink, yes.
Will it be worth it to someone going on adventures? Likely also yes.
is it really though we have the crown, we have empathy, we have intimidation, and we have persuasion for learning things from people. We will eventually have demons and stuff on hand I think and charms that lets us see secrets.

Edit: Also how often are we really going to need to personally investigate something?
 
Unless we have Harry in our pocket at all times, we need at least a dot or two of Investigations, and an Excellency.
I can see a couple of dots, but why am excellency as well? We can stack circumstances to get around the need for a high dice pool to work things out. Especially since things we need investigation for will tend to happen over the course of days to weeks, so we have time to get devils and hirelings to do things for us.

We can't be too specialized, but if we invest that level of exp in everything we might need to to instead of building workarounds with other resources we won't get good enough to really excel.
 
Would it be worth our time to construct some sample builds as yard sticks for long term planning?

I don't want to end up arguing over hypothetical minutiae, but one of the issues with this sort of forum game is bouncing between individual problems without a specific long term plans for a build.

Having some "Molly, 50-100 exp from now" comparison points might be useful for informing actual build votes as long as we don't descend into salt making them.
 
[X] Follow Harry's lead

For all our power, he is the professional here.

So... I kept chipping away at the kingdom design. I am, however, aware that endless editing is a sin, and not everyone is going to like additional ideas I came up with (sometimes less is really more). So, before incorporating the changes and additions into the threadmarked post, I'd like to put them up for discussion.

There are three parts. The first one is an update on the build. The second one is lore / mechanical ways to get out of hell, and the final one is the view of state religion dedicated to Molly that I think could be interesting.
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
Deadly Flora +1 point
Deadly Beasts -1 point

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. If observed from a closer distance, and by a more discerning eye, the nature of the land appears far more complex, and perilous. Jagged, razor sharp forests of ice-like shards extend hundred meters high, forming a near impossible to traverse landscape. As time passes by, they break, shift, change and grow, as if they were alive. And indeed they are, if not in a way that Earth knows life. Many-limbed creatures, eyeless and pentaradially symmetrical, skitter through these deadly forests, chittering in bursts of infrared radiation.

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. The light is soft and bright enough that photosynthesis is effective. And life, or at least life recognizable by Earthborn eyes at first glance, strives there, desperate to occupy this narrow ring of space allowed to it. Dense and ever shifting forests rustle in the ever blowing winds, their deep blue crowns endlessly shrugging metal dust from themselves. Their trunks stretch ever further in hopes to catch the lightning and fill their underground capacitors with vital energy. Fast and dangerous beasts, iron hided and sharp toothed traverse metal coated land of ever shifting shadows below, seeking either fruit or prey, for life is short and dangerous in this world, and no source of nourishment is to be dismissed.

It is among these forests 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 not all your citizens are human, and none of them know age and death as mortals do, and in time require assistance to move on, to rest, to change, and perhaps to end. 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 before being let out into the wider society.

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-like crystals, razor edged and perilous to traverse. They are inspired by tiberium from Command and Conquer. They grow, devour material from the ground and reconstruct it into parts of themselves. Essentially, they are very alien, very dangerous, plant life forms (deadly flora +1 point). Some very alien creatures exist in the rivers of liquid oxygen. Those creatures are mindless and hostile (deadly beasts -1 point). 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 human-like civilization is confined to the five great cities.

The cities are separated by dense forests (Earthen flora) of blue and purple leaved plants (colors based on hypothetical exoplant plants, if I got the wavelengths right), that constantly shift in the wind and by themselves, in order to shrug off metal particles accumulating on them. Said particles accumulate on the ground beneath them, and serve as part of their makeup. They also try and catch lightning from the skies for energy, which is accumulated in underground capacitor banks. Because of the excess of metal, animals (Earthen fauna) almost universally have metal shells and are rather heavy.

The cities are located in five corners of a giant pentagram. They are technologically advanced, with complex societies of human and non-human inhabitants (Advanced Social Structures, Advanced technology, human population, resident devils, Commited population). 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 counselling 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. This is also the only place where final death can happen in this realm (endless suffering. -1 point, condition for resurrection "any death except one that happened in special rituals in Saturn City").

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.

Wan Kuei are the unruly dead who, through guile, cunning, and, above all, sheer perseverance, escaped on the thousands hells their soul found itself in after death. For the untold billions suffering in the underworlds of Yama Kings, it is no more than a few thousands that achieve this feat. Yet every soul struggles, and every hell can be escaped from. Indeed, if a new hell was to germinate from the chaotic seas of wyld possibility, or to be constructed by even the most godlike of powers, it too, would be a prison imperfect, the very laws of nature preventing formation of a realm truly without hope for escape. Why that is so, is a question unanswered. Some wise mystics believe that it is hope itself that lies as the cornerstone of these realms, and that the perfect hell would paradoxically have no power, and would collapse before it even came to be. Other students of ancient and forbidden lore posit that all hells are but echoes of some Primordial hell, sharing its base fundamental nature common to them all. It is the raw will of its unknown prisoners that prevents modern hells from being inescapable, they theorize. Select few wonder if those first prisoners have themselves ever escaped, or if they still struggle, projecting their effort through all of the cosmos.

The realm of your heart is, beyond everything else, a hell, to which souls of mortals are confined. It is thus its nature to be escapable, and of those souls in your kingdom to attempt escape. Yours, however, is not the world of one of foolish and greedy Yama Kings, and there are paths made intentionally available to each of your kingdom's denizens. They number four in total.

The first, and, sadly, by far the most travelled to its destination, is the path of surrender, leading to the end of struggle and nothing more. When a citizen tires of existence, they travel to the amethyst clad city in the west, and submit themselves to the priests living there with but a single request – to end it all. Should counselling, therapy, prolonged rest and meditation on the beauty of living not help, they are then subject to a solemn ritual. In a quite chapels, silent priests would write strange, arcane symbols on their bodies, give them ice wine fermented from the fruits only growing in the darkest outermost edges of your realm to lull them to sleep, and then, shedding tears of regret, murder them with ritualistic daggers. Unlike any other death under the light of the moon and lightning, this one does not permit returns. The soul slips quietly into the Maw of Oblivion.

The second route is for those burning with the lust for battle, enticed by religious fervor and the promises of glory. To follow it, one must devote themselves to training. Join one of the monastery-forges of the Red City, practice diligently one's katas and recite fervently one's prayers to the Empress-to-Be. Rise through the ranks of monks and win a right to join the honor guard of Her crystal palace – that is the ticket to salvation through servitude. For it is amongst those in her guard that the Empress is prophesized to select the men-at-arms who will do battle in her name outside this realm once the time comes. And if one is lucky enough, skilled enough, distinguished enough, survives enough of these battles, then they can pray to the Empress for a permanent release, to take them into the mortal world and release them from her service.

The third road is the shortest one, and, perhaps, the hardest. If one wishes to escape the kingdom of five cities, one needs but to take a train to the City of Journeys, and to declare it so. No obstacles will be laid before them, and they will be swiftly taken outside the city. From there on, everything will be in their own hands. They will just have to walk to the outer edges of the world, to climb the razor-edged forests, to pass through the iron hurricane and to traverse into the uncertain Ways of the unreality. It is not an easy task. To attempt it is common, for it is human nature to seek escape from the place of confinement. It is a sign of strength to crack one's cell open, rather than bow one's head and succumb to punishment. Many try, and most fail, nurturing the outer fields with their lifeblood, only to draw breath once more in one of the cities. Those few who would succeed are declared Anathema, their names added to the rolls of the enemies of state. For to succeed is to cast away the bonds of family, companionship and faith that define the nations of this world. It is to become a hungry dead, and to forevermore prey on the inhabitants of the worlds.

The fourth and final way branches off from the ones already described. It is not the way of many, rather it is the path of select few, for whom other roads are not suited. If, after throwing oneself against the outer storms time and time again, one learns humility, and yet doesn't desire the ending granted in the silent chapels of the Amethyst City; if they do not have the trust and faith in their heart to dedicate themselves to the Empress-to-Be in the promise of salvation… Then, on a new escape attempt, they can walk in a different direction. Not to storm in the direction of the rim, but to move in the direction of the Red City, evading beasts and traversing forests in the way. Once they reach the next city, their pilgrimage, and the trials accompanying it, truly begin.

In the city of saffron and forges, they are faced with two tasks. First, to master their body, and to prove their strength. To do so, they have to defeat one of the grandmasters of the martial art sects of the city in unarmed combat, demonstrating that they have mastered the first weapon everyone has – their own body. Then, as the second part of their trial, they are to forge and master a weapon, apprenticing. Their creation has to be acknowledged as a masterwork by the Ring of Smiths that control the weapon manufacturing of the realm, and their skill in wielding it by a grandmaster of the art. Only when these two tasks are done, their trial is considered complete, and the doors of City of Rubies open for them, so they can, once again journey the circle of life on the path to the city of Secrets.

Once they reach the Verdant City, their trial of History begins. Its two mirrored parts are to learn the history of the past, and to create the history of the future. In order to accomplish the first task, the applicant must unearth a piece of ancient knowledge, buried somewhere in the realm, and gift it to their peers. In order to finish, they must master and further a craft, a school of knowledge, create new knowledge that would serve as a foundation to those who will come next – on Earth that would be an equivalent of earning a doctorate.

The test of the City of Pleasures is by far the longest. Many of those few who try it consider it the cruelest. The first part is simple. It is, just like in all the previous trials, a matter of obtaining, and then proving, one's skill – this time by creating a piece of art good enough to become known as a masterpiece, to prove that one understands the society of the Five Cities enough that their creations resonate with everyone, not just a select few. It is the second part that breaks most who attempt it. For to succeed one must love, raise, and finally leave behind a child. Whether it be by adoption, or through means more natural, a child must reach adulthood and succeed on their own merits under the tutelage of the one walking this path. And when that child sincerely says that everything they have is thanks to the pilgrim, it is then that the pilgrim must leave them behind, to walk to the next city, without looking back. Thus their Sacrifice is complete.

The Silent City's trial is, in comparison a mercy. It is also, a final warning. First, the walker must participate in all the aspects of the ritual of Ending. They must try and talk someone out of finishing themselves, and when they fail, they must learn what the Final death is like, and grant it with their own hands, for if they are incapable of doing so, then no hope exists for them in the cruel world of outside. And when they understand death, they must nurture the fear of it inside themselves, for only the final death exists in the outside, not the brief embrace of renewal they are accustomed to. And it is out of that fear they must take a sacred vow not to seek their end, which forever denies them the mercies of the Amethist City. Once the vows are complete, they start on the final leg of their Journey.

And when they end it, they stand before the Golden Gate of the First City. They carve their name into it with their weapon – and there's plenty of room left still on it. And after the celebration to remember, they leave, more complete then when they started, and perhaps prepared to what lies next.

To date, no one has completed this road.



Or you could actually try and escape this hell of a reality, instead of meekly following the paths prepared for you. How? When they let you out to throw yourselves against the maelstrom, you could turn around and sneak your way to the foundation of Her Majesty's shining castle in the sky. Study every last draconic scale, as you climb upwards, clinging to them. Read and put to memory the blasphemous writings written on the scales of the prismatic dragon that can be seen only in their reflections in the polished ebon scales of its brother, under the light of the changing moon. Spend hundreds, thousands lifetimes learning to read and comprehend the message in one go, as with your every fall, the message changes. Do not speak of it to anyone, for should they learn of your attempts, you will never be able to try again. Discern the painful truths from hurtful lies entwined in this secret writ. Follow that knowledge to unlock the doors nonexistent, and you shall be free.

The whispers in shadows recorded by the acolyte of Her Divine Promise battle order shortly before she abandoned the order to become an inner ring explorer
The rules on kingdom making state that the has to exist a path to escape the hell you make. Exaltations deal with perfect effects. Why couldn't it make a perfect prison? I started to think why, and trying to fit this with a Watsonian explanation.

I came up with two explanations. One from the Dresdenverse side of the crossover, and the other is from Exalted perspective, which can also be used in an ExWoD game. The Dresdenverse explanation is that within existence Free Will is absolute, and exists in some way. A perfect prison with no escape denies the prisoners the choice to escape or, really, any choices. Thus, by the almighty power of the White God, such perfect prison is rejected from existing.

The Exalted answer is that the creation of the kingdom is the power of Infernal Exaltation. It is an act of an exalted growing from human to something like a primordial in their soul structure, and it is a mirror of primordial host making the Creation. However, and it is very important, an infernal exaltation was created by the yozi, not by primordials. We create not just a world, but a hell – the distant shadow of Malfean realm of the ages past. The exaltation carries the charms of its creators, parts of their self. It is, at the very core of itself, their hope for escape. And no yozi can truly abide the existence of a perfect, inescapable prison, for they are the ultimate prisoners, and the exaltation is the ultimate lock pick. To create a hell without hope would run directly counter to the very themes and purpose of infernals existing. And so, the infernal exalt's inner world has to be escapable.

Next, I decided to look into the ways of escape. The rules are clear – walk to the outer edge of the realm, and you are free (and, for the dead condemned to the hell, probably become a hungry dead variant). However, this is clearly not the only way to escape. The realm I made was inspired by the Maidens, and clearly features in-story references to old lore. So, I devised five paths:

1) To die. This is the path of Endings, and, since I used Endless Suffering in the build, requires a ritual. Because this is a world with advanced culture and society, to get to that ritual, one has to pass through extensive therapy and counselling.

2) To join Molly's entourage and get summoned/taken outside. This was discussed before, and clearly the players want to have some option to do so. "Summon a strike team from your inner world" being a possible charm. This path was made to explain how the strike team is selected. I mean, the population of the world is in the millions. Who gets called? Thus, the religious order of warriors, dedicated to the Empress-to-Be on the promise of getting to see the outer world. This is the path of War.

3) Walking outside. This is the path of Journeys. It's the one encoded into the canon text of the kingdom making charm. I simply added the flavoring and social repercussions of how leaving behind the society with "committed" loyalty to the infernal would not be taken well, but trying to do so would be treated as normal.

4) This is the one I had to work most for. This is the path of Serenity, and it is also heavily inspired, as readers might have noticed, by the initiation into sorcery trials. Since I made a door in the north-most city that leads to an easy exit, I had to justify why people wouldn't use it, and how it could be used. I also wanted a way to make heroes in this realm, if really needed. Not Molly's honor guard, but someone independent. Thus, this idea. It is basically a socially acceptable way to escape into the outer world. By following the steps of the path, the applicant prepares themselves (learning to fight, getting education mundane and occult, becoming intimate with the concept of death), and society (creating new knowledge, art, and a member of society) for their disappearance.

The followers of the third path diminish the world by leaving it, while the followers of the fourth path enrich it through their journey and becoming heroes of the people.

5) The final path, presented as an in-story scribbling, is the path of Secrets, and is left vague. It is even harder to follow than the fourth path. It is there, because this is hell. There's a giant twin statue of Oramus and Ebon Dragon in the middle of it. There has to be blasphemous knowledge hidden somewhere and a way to sin against the world.
"Life here will begin out there". I didn't write these words, on the velum pages made from my own skin, with ink made of burnt bones of ancient monsters, under the light of candles burning green. In fact, I, nor my parents nor my child and wife, exist at all, as the devils I call forth from the hells unlike this one, and monsters summoned from further still, gleefully tell me. We all are but a backstory to a play yet unwritten, existing as a possibility among an infinity of its peers. They offer me this knowledge freely, gladly, safe in the knowledge that this is not happening. They desire that I despair, break and blaspheme, that I utter oaths unbreakable even if they are, in fact, unspoken, sell myself and all to follow me to their masters for the surety of becoming, and in doing so transform myself into a hidden poison at the heart of my future mistress.

They are fools, who see little, and understand less. They fail to grasp that even as they are safe to speak, so I am safe to question, fearing not to offend the realms they come from by conduct unbecoming, daring to betray ignorance and weakness without terror of discovery. They do not see this time-not as the gift it is, the opportunity to prepare, not one blind chance of history, but the infinity of different past probabilities coming together coming together to craft the perfect future.

From the secret diaries of the Mirror of the Changing Moon, the founder of the Covenant of Empress-to-Be, dated ten thousand and one lunar cycle Before Her Arrival.

The Covenant of the Empress-to-Be is a monotheistic state religion of the five cities world. At its core lie the "Prophecies of Arrival" which state that at some point in the future, a divine figure, "Empress-to-Be" will arrive, and grant her followers life.

This is perhaps the most counter-intuitive precept of the church. According to its mystics, the world of five cities does not truly exist prior to their goddess' arrival, and merely represents one of the infinite possible backstories for the real world to come, ignited by her divine spark. Following from that revelation, lie the doctrine that preaches that their followers and the society as a whole has to live their lives in a way that would make their history be the one chosen by the divine empress in their subjective future. The followers of the Covenant are to better themselves continuously, to improve their utilitarian value, live their lives interestingly, to increase their entertainment value, and to undergo the right of Ending if they "write the story of their life into a corner with no way out".

The different specializations of the five cities are in many ways, reflections of their religious doctrine, where the City of Swords chapels preach that the Empress will need loyal soldiers, while the City of Fountains seeks to please Empress's senses.

Historical research indicates that the concept of paradoxical "existence before beginning" is likely a legacy of the older Cult of Twin Dragons, which existed before the Covenant's rise to power.

The Covenant heavily incorporates scientific research and method into their doctrine, such as using the theory of evolution to prove that humanoid population couldn't have arisen in this realm, and was willed into being by divine power. Historical research into the world's seemingly long and sometimes buried past is seen as a way to enrich the "world building" and keep the Empress interested.

"Unbiased review of the state religion", part of the briefing documents prepared for her Divine Majesty, twenty lunar cycles before her Arrival.
At the level of "committed" loyalty, religion is going to play an important role in the world's life. In fact, it is likely that theocracy would be the order of the day. When combined with "advanced technology" and "advanced society" it is also likely that wide use of magic and scientific research would be present. "human population" choice explicitly mentions history stretching to before creation of the exalt's kingdom. In Dresdenverse, summoning and NeverNever are all very much a part of magic. And there's a giant Oramus statue in the center of the world.

All these facts need to be reconciled. Thus, the Covenant of Empress-to-Be. Basically, it's a state religion that is aware of how history only really begins once Molly arrives.

Lunar cycle = one months. There are no seasons I could think of easily, so, full lunar cycles would be the measure of time.
Nice work.
My only comment is that I think there was an editing error in the books thats costing you a bonus point:
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
Deadly Flora +1 point
Deadly Beasts -1 point

Human Populace 0 points
Resident devil -1 points
Advanced Social Structures 0 points
Advanced technology -2 points
Committed -2 points
Endless Suffering -1 point.
Deadly Beasts should give you +1 bonus point, just like Deadly Flora gives you +1 bonus point.
Same reasoning too.

Not your fault, just an editing error from the author I think.
 
@Yzarc I think a four dot charm to break the cap seems fine, not quite the pinnacle of the style, but certainly requiring mastery
Just to clarify, the Charm that grants attribute "The Devil Awakens" does so till 10 is a 3 Dot charm. The charm increases our Attributes by Essence per turn till Cap. So Breaking cap, do you mean, increase cap to say 15 so that we get it till that + Shintai and other sources.

Or do you mean, I make a 4 Dot Charm that allows us to stack attributes but still limit it to 10?
 
Would it be worth our time to construct some sample builds as yard sticks for long term planning?

I don't want to end up arguing over hypothetical minutiae, but one of the issues with this sort of forum game is bouncing between individual problems without a specific long term plans for a build.

Having some "Molly, 50-100 exp from now" comparison points might be useful for informing actual build votes as long as we don't descend into salt making them.
Feel free if you have the time.
Im still trying to figure out the fluff for a Inner Hell proposal.
 
Deadly Beasts should give you +1 bonus point, just like Deadly Flora gives you +1 bonus point.
Same reasoning too.

Not your fault, just an editing error from the author I think.
Could be. I rationalized the difference in how deadly beasts could be useful, while deadly plants were an obstacle. Basically, dinosaurs with laser eyes are deadly beasts, but many would want them, so they cost points. Exploding coconuts, on the other hand, are just inconvenient, so they give you a point.
 
Could be. I rationalized the difference in how deadly beasts could be useful, while deadly plants were an obstacle. Basically, dinosaurs with laser eyes are deadly beasts, but many would want them, so they cost points. Exploding coconuts, on the other hand, are just inconvenient, so they give you a point.
they also don't provide much of any resources unless their mass tamable their a hindrance.
 
Just to clarify, the Charm that grants attribute "The Devil Awakens" does so till 10 is a 3 Dot charm. The charm increases our Attributes by Essence per turn till Cap. So Breaking cap, do you mean, increase cap to say 15 so that we get it till that + Shintai and other sources.

Or do you mean, I make a 4 Dot Charm that allows us to stack attributes but still limit it to 10?

Ah the latter, though thinking about it that may be doubling up function too much.
 
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