The Dream that is Dying (Exalted)

Sidereals are the best martial artists in the setting, bar none. Not only can they master every style of martial art known to the rest of the setting (via discounted training costs and access to the finest instructors and most comprehensive records in Creation) they can fuse these styles into new hybrid arts (Wushu martial arts, in the 3e ruleset I'm using) and can learn Sidereal Martial Arts charms.

SMA charms include such tricks as 'I turn myself into a living statue of jade and orichalcum', 'I pull your reflection out of a glass mirror and set it to fighting you', and the ever-popular 'I punch you so hard you turn into a duck'.

Considering how weird and scattershot your native charm trees are, investing in martial arts is the easiest and most efficient way to get yourself a proper combat suite.
 
Sidereals are the best martial artists in the setting, bar none. Not only can they master every style of martial art known to the rest of the setting (via discounted training costs and access to the finest instructors and most comprehensive records in Creation) they can fuse these styles into new hybrid arts (Wushu martial arts, in the 3e ruleset I'm using) and can learn Sidereal Martial Arts charms.

SMA charms include such tricks as 'I turn myself into a living statue of jade and orichalcum', 'I pull your reflection out of a glass mirror and set it to fighting you', and the ever-popular 'I punch you so hard you turn into a duck'.

Considering how weird and scattershot your native charm trees are, investing in martial arts is the easiest and most efficient way to get yourself a proper combat suite.
A Mortal martial artist can punch hard enough to break a brick, and jump over a bush.
A Terrestrial martial artist can punch hard enough to smash a boulder, and jump over a house.
A Celestial martial artist can punch hard enough to shatter a city wall, and jump over a mountain.
A Sidereal martial artist can punch hard enough to turn you into a duck, and jump to the moment in the fight after they just defeated you.
 
[X] To the River. Taira is not safe, and above all else you must protect your sister from those who would seek to do her harm. Head for the docks and sneak aboard a boat, take the river out beyond your nation's borders. You will stay at her side, and see that she is safe.

I'll let others talk about political ramifications, the security of each option.

The traitor himself said that Farrah was too loyal and dutiful to stand aside and let their (that is the correct pronoun I hope?) father be killed and not wreak vengeance. Who instead of chasing after those that attacked them, with a temper that sent into a battle that all knew they shouldn't have won immediately raced home in a doomed attempt to save the family. Farah pushed past all obstacles to get back to their family in time.

The loyal dutiful heir, child and sibling. Where else would they be but at the side of their little sister who isn't yet two and protecting her?
 
Yeah sidereal charm trees are weird

I haven't seen sidereals 3e, but in 2e, their spirit killer charm was in bureaucracy, their functional perfect soak was at the end of the prescence tree, and and their best stealth charm was in their revised martial arts suite.

Their only actual "you recover health" charm was in archery (pre revision, anyway), while their medicine tree had "get rid of undead" and a hefty soak-booster.
 
Sidereals in 2e could literally drag urban areas behind them to permanently relocate them with the right charm.
The use of this power was limited by the fact that it was illegal whenever not required by a job assignment.
 
Plus their capstone Ride Charm could be used to permanently transform Mortals into minor Elemental Dragons.
 
Yeah sidereal charm trees are weird

I haven't seen sidereals 3e, but in 2e, their spirit killer charm was in bureaucracy, their functional perfect soak was at the end of the prescence tree, and and their best stealth charm was in their revised martial arts suite.

Their only actual "you recover health" charm was in archery (pre revision, anyway), while their medicine tree had "get rid of undead" and a hefty soak-booster.

My favorite example of Sidereal charms being weird is the ever amazing Duck Fate. Duck Fate is a defensive ability specifically a perfect dodge. It lets you perfectly evade something. Unlike many other defensive abilities it doesn't let you defend against just combat stuff or harm. No it just defends against any harmful effect. What does that mean. Basically anything you don't want to have happen. You can defend against getting hit with a sword. You can defend against falling at terminal velocity, you can dodge your friend trying to convince you to have another drink.

But it gets better because here comes Avoidance Kata, that charms lets you retroactively never have been there.

Your boss comes up to you, tells you that you are behind on paperwork. You Dodge needing to do paperwork and then you were never there for your boss to bother at all. Instead you decided to sleep in this morning.
 
[X] To the Temple. Mortal guards could not protect your father, and you cannot trust them with your sister's life. Head to the temples and seek the aid of the gods. Your family have always been pious and true; surely the divine will not forsake you now, in this time of need?
 
...I feel like I can never look at the Celestial Beaurocrazy the same ever gain. Typo-pun intentional.
Sidereals can use their immense and awesome destiny-shaping powers... to bend reality so paperwork is easier and completing it refreshes their willpower.
 
[X] To the River. Taira is not safe, and above all else you must protect your sister from those who would seek to do her harm. Head for the docks and sneak aboard a boat, take the river out beyond your nation's borders. You will stay at her side, and see that she is safe.
 
[X] To the River. Taira is not safe, and above all else you must protect your sister from those who would seek to do her harm. Head for the docks and sneak aboard a boat, take the river out beyond your nation's borders. You will stay at her side, and see that she is safe.
 
[X] To the River. Taira is not safe, and above all else you must protect your sister from those who would seek to do her harm. Head for the docks and sneak aboard a boat, take the river out beyond your nation's borders. You will stay at her side, and see that she is safe.

Classic hero origin story for our sister get.

 
[X] To the Temple. Mortal guards could not protect your father, and you cannot trust them with your sister's life. Head to the temples and seek the aid of the gods. Your family have always been pious and true; surely the divine will not forsake you now, in this time of need?

It's a little early to put Taira in the rear-view mirror, and Farah will be wondering what's happened. With the sign of Mars on our forehead, the temple's as good a place as any to seek answers, if they can protect Sabah as well. Besides, one of the Fivescore Fellowship seeking divine assistance creates plot threads that can be tugged on down the road. The depiction of Seiryu's spirit court in Of Noble Purpose was also enjoyable, so more strangeness in that vein would be nice.
 
[X] To the Temple. Mortal guards could not protect your father, and you cannot trust them with your sister's life. Head to the temples and seek the aid of the gods. Your family have always been pious and true; surely the divine will not forsake you now, in this time of need?

To family-to leave others to protect her without a dowry or rule while you watch from a distance, unable to get close. Will she be happy in her new life

To Flee-To leave the country and give your families killers the perfect scapegoat to hide their actions; your sister will be torn from everything she knows without even the comfort of remembering her guardian. With this coup will the conspirators survive the neighbors that will be circling without your strength.

To call upon the gods-
The god of a city is a powerful force who should outmatch the mortals even if they cannot match the exalted. It is the path to making our sister the rightful ruler of the city as we stand as an advisor and champion. However, the traitors are still plotting and the realm is always hunting the ananthama, will we bring danger to her door.

In the end I'm voting for the church because the article I checked said that the Sidereals spend time in heaven because the gods are not affected by Arcane Fate. As the heir of the city and it's main defender I'm hoping we've actually talked to the god of the city before if so then Perhaps we still have one friend left.
 
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To Flee-To leave the country and give your families killers the perfect scapegoat to hide their actions; your sister will be torn from everything she knows without even the comfort of remembering her guardian. With this coup will the conspirators survive the neighbors that will be circling without your strength.
Farah won't get blamed, because she won't be remembered. Hell if anything disappearing would lead into a King in the Mountain situation. People will remember seeing a mysterious stranger show up well after the attack started, and rumors will persist that the youngest daughter wasn't found among the dead. The conspirators are still going to blame whoever they were going to blame no matter what is done.
 
[X] To the River. Taira is not safe, and above all else you must protect your sister from those who would seek to do her harm. Head for the docks and sneak aboard a boat, take the river out beyond your nation's borders. You will stay at her side, and see that she is safe.

Who could be behind the coup? Only the other major centres of power in Taira: the rural aristocracy and the priesthood. Farah can't trust either of them, as far as we know. Best to flee the country.
 
[X] To the Temple. Mortal guards could not protect your father, and you cannot trust them with your sister's life. Head to the temples and seek the aid of the gods. Your family have always been pious and true; surely the divine will not forsake you now, in this time of need?
 
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