The Dream that is Dying
An Exalted: Sidereals quest
WE are the music-makers,
And we are the...
An Exalted: Sidereals quest
WE are the music-makers,
And we are the...
User | Total |
---|---|
Maugan Ra | 10 |
Article: Which gender are you?
[ ] Male. You are a prince, heir to the throne, expected to be of fiery temperament and inconsistent will. Your people will follow you as you blaze the charge, but expect you to rely on the quiet advice of your wiser relatives.
[ ] Female. You are a princess, heir to the throne, expected to be of clear thought and cunning insight. Your people will obey you, and clamor for the favour of being the ones entrusted to carry out your vision.
[ ] Riverborn. You are a sehzade, heir to the throne, born with sex and gender misaligned. Your people look to you as sovereign, and expect you to conform to the stereotypes of your soul.
[ ] Moontouched. You are a sehzade, heir to the throne, and your gender changes with the moon or perhaps is absent altogether. Your people regard you with wariness, perhaps fearing you touched by fearsome Luna, and expect you to be wise in ways that they are not.
- [ ] Choose one of the above to be your true gender.
What is your name? Taira has a distinctly Persian feel to it, but the lineages of the Shah trace their blood from a wide number of sources, so other naming conventions are acceptable. I reserve right of veto.
[ ] Write in
Article: What name is it that these men know you by, what title is it that you hold, that they would seek you out in such a fashion?
[ ] The Shah's Voice. Taira is a land built on conquest and trade, an empire of many peoples brought together by force and bound by chains of ambition and greed. Such a legacy demands an eye in the world outside, and this is where you serve. You have travelled much for your age, and your face is known across the East as the representative the Shah sends when the interests of Taira as a whole must be represented. Your eyes are yellow, a sign of favour from Mercury, Maiden of Journeys.
[ ] Godspeaker. Taira is a land of many peoples and twice as many faiths, and there is no surer way to bring an empire crashing down than to disregard the faith of those who serve it. You have been trained from birth to serve as an intermediary between the empire and the Gods, and in this role have served admirably. Your eyes are a vivid blue, a hue much favored by Venus, the Maiden of Serenity.
[ ] Master of Horse. The pride of Taira are its cataphracts, the heavy cavalry against which no foe can hope to stand, and you are their leader. You have broken the back of many foes and led your soldiers to victory on many a day, and with you as heir few doubt for Taira's future security. Your eyes are the red of fresh spilled blood, and the soldiers say this marks you as one of Mars' own chosen killers.
[ ] Priest of Mysteries. Zamash is older than Taira, older than mankind itself. In its stones can be found the secret legacies of the Dragon Kings, and it is not the only place in Taira to bear such ancient heritage. You have taken an interest in such things from an early age, and now can be counted as one of the foremost experts on pre-human history in all the East. Your eyes are the green of the summer forest, and none doubt the favour shown to you by Jupiter, Maiden of Secrets.
[ ] Breaker of Chains. Taira lies upriver from the mighty hub of Nexus, and as with all nations must contend with the grasping claws of the city's Guild. You have made for yourself an expertise in denying them a hold upon your homeland's shores, and taken great pleasure in liberating others from their cold ambitions. Your violet eyes speak to the favour shown to you by Saturn, Maiden of Endings.
Article: What do you do?
[ ] Attack Al'rama. How dare he? How dare he? You will have his treacherous, backstabbing head for this! Except… he was always a fine swordsman, and there are the Vakotans to consider…
[ ] Flee. The mare might have been trained to obey another, but you are a master rider, and no steed will ignore your commands entirely. You'll just have to… avoid the horse archers, outpace your treacherous friend, and make it back to the city. Easy.
[ ] Attempt negotiation. Al'rama has watched over you since you scarcely reached his knee, his heart cannot be truly set on this course. You just need to get through to him somehow.
Article: **Maugan Ra** rolled **6** <6; 4; 9; 10; 1; 5; 7> # Farah attacks (+2 success due to prone target)
**Maugan Ra** rolled **6** <4; 10; 2; 8; 9; 10; 3> # Al'rama defends
Article: **Maugan Ra** rolled **4** <9; 3; 1; 3; 10; 4> # Vakotans attack
**Maugan Ra** rolled **2** <4; 7; 5; 9; 5; 4> # Farah attempts to dodge
Remaining health: [X] [X] [ ] [ ] [ ] [ ] [ ]
Article: Round Two:
**Maugan Ra** rolled **4** <2; 2; 8; 9; 1; 8; 9> # Farah attacks
**Maugan Ra** rolled **2** <5; 1; 7; 9; 3; 2; 6> # Al'rama defends
Two levels of damage inflicted, bonus level from scimitar (chopping weapon) cancelled out by light armor reduction.
**Maugan Ra** rolled **6** <7; 9; 2; 9; 9; 9> # Vakotan warriors fire their bows
**Maugan Ra** rolled **3** <6; 1; 2; 8; 9; 3> # Farah evades, plus one success for being locked in combat with an ally
Health levels: [x] [x] [x] [x] [x] [ ] [ ]
Article: **Maugan Ra** rolled **5** <9; 3; 10; 9; 2; 2; 6> # Al'rama executes his liege, +1 success for onslaught
**Maugan Ra** rolled **6** <4; 10; 9; 9; 3; 2; 3; 7> # Farah ascends, TN4
**Maugan Ra** rolled **7** <3; 4; 5; 6; 1; 10; 3; 9> # Farah enacts justice, +1 success due to Slow Blade Penetrates [ID: 55253]
**Maugan Ra** rolled **3** <1; 7; 10; 9; 5; 5> # Al'rama seeks to avoid his fate (-1 success due to Tolerant Strife)
Article: Choose your path:
[ ] Pursue the Vakotans. They have raised weapon against you, and now they will bleed for it. Perhaps they might tell you more of the snakes who would see your family harmed.
[ ] Return to the City. Your family is in danger. Your place is at their side. Reclaim the horse that was to be a gift, and ride swiftly back to Zamash before the conspirator's plot can be completed.
Article: The Sign of the Mask was broken, and to this day the Fellowship pays the price.
Every member of the Sidereal Exalted is afflicted by curse known as 'arcane fate'. Their names and faces are clouded in the eyes of the world, and as time passes Creation will simply… forget. Records mentioning them will be lost, stories of their exploits will change to credit them to another, friends and relatives will look at them with ignorance in their eyes. This curse affects all beings within the dominion of the loom of fate, save for other Sidereals and the gods of the Bureau of Destiny.
Article: Your family is dead, save for Sabah, the youngest of them all. Your name has been forgotten, your authority as sehzade vanished with the morning dew. Where, then, do you go?
[ ] To Family. You yet have relatives beyond the walls of Zamash - distant kin, for the most part, but family all the same. Take Sabah to them, and know that they will care for her as best they can, for bonds of blood are sacred and only the worst kind of villain would seek to sunder them.
[ ] 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 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.
Article: As one of the Sidereal Exalted, Farah possesses an unparalleled instinct for and familiarity with the martial arts. Untrained and new to their power, they still find the techniques and abilities of one such art coming readily to mind. Which one is it?
[ ] Golden Janissary Style. Heroes have always stood against the darkness, and the monsters born within have learned to fear their burning touch. The graceful, almost dance-like motions of this spear-fighting style are as much meditative exercise as they are combat techniques.
[ ] Violet Bier of Sorrow Style. There is always an ending, and all things die. Demons are not exception. This style was first taught to the Sidereals by Saturn herself, and contains within its merciless katas the secret arts of the inevitable end. Even the lightest scratch from a master of this style can bring agonizing death.
[ ] Water Dragon Style. Designed in emulation of Immaculate Daana'd, this style focuses on embodying water in all its forms. Practitioners flow like the tide, absorb blows like the ocean, and crush their foes with the full force of a tsunami.
Article: When you successfully roll over the enemy's defense with your attack, you should compare your strength with their stamina. Should you have an advantage you add automatic levels of damage equal to the difference; should their stamina exceed your strength, then you lose an equal number of levels in turn.
Article: Foe Defeated: Erymanthus, the Blood-Ape, Demon of the First Circle
Observed Powers
Shattering Roar - The below of a blood-ape is a sound fit to shatter stone and burst the hearts of weaker foes. It may roll nine dice as a physical attack against any enemy within medium range, which cannot be blocked, only dodged. Once per scene, reset by tasting the blood of a worthy foe.
Principle of Motion - The demon moves with blinding speed. It may take two actions during a round, which can be different or identical as the situation demands. Once per scene, reset by spending a round in pursuit of a fleeing foe.
Article: Prologue Over. Character sheet posted to front page. Next arc: The Celestial City.
Farah slumbers, lost in dreams. What do you see?
[ ] A killer with blood on her hands. She runs her fingers through the life of a Titan, staring at them with mute fascination. There will be a cost to this, but it is one she thinks worth paying. Thinks, but does not know.
[ ] A general clad in scarlet. She stands athwart Creation, and all the world drowns beneath the shadow of her name. When she wills it, nations die, and the hosts that exult her name can only guess as to her motive.
[ ] A master with hair of flame. She stands in challenge to any who will meet her, pitting fist and mind alike against the blades of the world's most dangerous foes. Their hatred warms the forge, and with it she shall forge wonders unquestioned.
Article: Choose two topics of conversation. This vote will be counted by line.
[ ] The Sidereal Exalted. Shepherd made what you are now sound more like a job than a state of being, and surely he can't always work as a demon hunter. See if you can get some more details on what it means to be Chosen by the Maidens.
[ ] Your Abilities. You did things yesterday that should be rights be impossible, and you don't really understand how. Some of it you can piece together through practice and experimentation, but an explanation from a peer would help you get a head start.
[ ] Arcane Fate. Why does Sabah not recognize you? Is it connected to the fact that you've never even heard of a 'Sidereal' before today, when the Dragon's Blood rule across Creation?
[ ] The Maidens of Fate. Your knowledge of the Most High is somewhat basic, and since one of them has apparently named themselves your patron, it would be a good idea to get some more information on who and what they are.
[ ] Demons and the Yozi. You lacked knowledge of these threats before, and it cost you everything. You need to learn more about them, and here is a veteran hunter to question at length.
[ ] Shepherd of the North Star. It would be rude not to ask of your fellow traveler, you think, and perhaps his circumstances can help shed some light on your own.
[ ] Write In
Article: The fate of Creation is decided in committee.
Within Heaven's Bureau of Destiny, a vast array of divinities discuss, debate, politic, and conspire to plot the destiny of the world. Nominally, they seek to weave a beautiful pattern upon the Loom of Fate, that the Maidens of Destiny may look upon the shimmering cloth of That Which Is and be pleased. In truth, the five divisions within the Bureau compete with one another for resources and decision making power, for particular courses and outcomes.
The Sidereal Exalted are, by and large, only as involved in such matters as they wish to be. They are the agents of Destiny, not mere scribal-pit gods, and walk Creation to realize their views of fate more concretely. That said, there are times when members of the Five-Score Fellowship finds it helpful to submit their own plans and projections to the Bureau, and weave the world as they will.
Astrological Projections are the subtle art of destiny-weaving and the birthright of the Sidereal Exalted. They are kin to sorcerous workings, but differ in intent and means. Astrological Projections are less capable of wildly altering the normal workings of the world, or creating monsters in defiance of reason. However, they are better suited for encouraging or ensuring that certain events do or don't come to pass, and can cause even the wildest of improbabilities to occur.
Farah is currently incapable of reliably weaving a projection by themselves (this requires investment into charms associated with the sign of the Sorcerer). Hence, full mechanics are not provided here; for now, it is sufficient to note that the difficulty of such a weaving is determined by how ambitious it is, how much precise control the Sidereal desires over the result, and what resources they have to commit to the attempt. A plan with room for flexibility submitted alongside a full astrological horoscope and the authorizing signatures of multiple other Sidereals and relevant gods has a much better chance of becoming fate than a precisely dictated scheme dictated alone and entirely through prayer.
Beings outside of Fate, such as the Demon Princes, Rakan Thulio, the Getimian Exalted, and certain powerful beings of the Underworld or the Wyld, may not be included as targets of an Astrological Projection.
Telluric Projections are the simplest sort; they can encourage or discourage a small group of people towards certain actions, or dictate the fate of a particular individual. They may also be used to directly intervene in the workings of Heaven upon Creation in modest ways, assigning or removing Terrestrial gods from their positions.
Ambition 1: Grant wealth and ease to a mortal, or extend (but within the constraints of natural) their lifespan. Learn the whereabouts and condition of a particular mortal, assuming they are alive.
Ambition 2: Curse a family to misery and poverty. Cut the thread of a mortal's life short. Learn when and how a mortal died.
Ambition 3: Grant prosperity to a village, ensuring good harvests and avoiding mundane hardships. Assign or remove a God of Essence 3 or less to a duty within Creation.
Supernal Projections are of more complex variety; they typically either affect a much wider area, or bend and twist fate in unnatural ways. They may also be used to directly intervene in the workings of Heaven in significant ways, assigning or removing Celestial gods from their positions. They are comparable to Celestial Circle Workings.
Ambition 1: Grant a mortal dizzying political power, making them a prince or chief of their people, or slow their aging to an unnatural degree. Alter a mortal's major intimacies and abilities in any fashion. Learn the whereabouts and condition of a particular Exalt, assuming they are alive.
Ambition 2: Curse a tribe to hatred unto the third generation; they and their children and their grand-children inspire enmity in all outsiders they meet. Heavily tilt the scales of a confrontation between up to several hundred people in a significant way (on the scale of +3 success once a turn for a scene). Learn when and how an Exalted died.
Ambition 3: Grant prosperity to a city-state, such as revealing an unknown cache of magical materials or precious gemstones. Bless every seventh son in a region with a thaumaturgical gift. Assign or remove a God of Essence 5 or less to a duty within Heaven or Creation.
Sidereal Projections are the most complex and most subtle of all; they are typically concerned with the fate of all Creation, or with a radical change in the functions of the world. They may also be used to directly intervene in the workings of Heaven to an almost unlimited degree. They are comparable to Solar Circle Workings.
Ambition 1: Grant someone limited immortality and beneficial mutations; they cease aging, but can still be injured or grow ill. Alter a mortal's defining intimacies, attributes and abilities in any fashion- at this Ambition, you can completely re-write who they are.
Ambition 2: Curse a people to destruction; while not every member of the people will necessarily be killed, their culture and identity will be wiped from Creation. Ensure the victory or defeat of a side in a conflict (on the scale of +5 successes on every action and static defense)
Ambition 3: Any single, possible event to occur, regardless of the improbability. Assign or remove any God short of the Incarnae to any duty or portfolio save entry into the Games of Divinity, or have them banished from Heaven and Creation entirely.
Article: Shepherd of the North Star and Iron Saika have agreed to weave an astrological projection on behalf of your family and loved ones in Taira (or alternately, against your enemies). At present they are only capable of enacting Telluric projections by themselves - they are willing to call in outside help to work beyond this level, but the more you ask the greater the chance the attempt will fail… or, if it succeeds, increases the power and seniority of the person you are now in debt to.
With that in mind, define your requested Projection:
[ ] A Blessing of Personal Safety: You would have the fate of your surviving family members emphasize their continued survival - they will be healthy and whole, and that is what matters.
[ ] An Invocation of Success: You would see your family retain their power, and be blessed in their attempts to govern well and bring stability to the country. The enemy cannot be allowed to succeed in their aims and topple the throne.
[ ] A Curse of Vengeance: Those who would plot to raise a blade against any of your blood should be cursed with a lingering and unpleasant illness, one that brings suffering and often death. A traitor must be paid for their work.
[ ] Write in
Article: Starting have been added to the front page character sheet. However, there are a few other potential options that must now be decided upon.
The first is the matter of Farah's surviving family, and his intentions going forwards. Do you intend to keep Sabah by your side, come what may, or would it be a better choice to see her established in a new life somewhere safe where you could watch over her from afar? This does not mean immediate action, but rather your intent for the future.
[ ] Keep Sabah Close
[ ] Watch from Afar
The second is the matter of your Exaltation and how you feel about it. Becoming a Sidereal arguably saved your life, but it also cost you your family and your place in the world. Do you resent Mars for choosing you like this, or are you honored by the idea of being one of her servants?
[ ] Mars (Resentment)
[ ] Mars (Reverence)
Finally, there are any number of other things that Farah may hold strong opinions on, and I wish to take this opportunity to open the floor to suggestions. This part is not a winner-takes-all type vote; rather, any option that accumulates at least half a dozen votes will make it onto Farah's character sheet in some form or another, provided it does not conflict with other votes or currently established beliefs.
[ ] Other intimacies (write-in)
Article: The process of Exaltation has reshaped Farah in body, mind and soul. Over the next few days, the remaining changes will finish manifesting, in the form of five additional attribute dots: these are the last of the 'free' points, and any further increases will require extensive training.
Please assign these dots as you desire between your nine attributes. The maximum rating for any attribute is five.
[ ] Attributes
Additionally, Farah has begun to instinctively grasp the strange astrological magic that is their birthright. Twenty Five constellations govern the capabilities of the Sidereals, and as a Chosen of Mars Farah has an affinity for nine of them; the five signs that lay within the House of Battles, and one more from each of the other four houses that most closely resonate with the nature of Mars herself.
- [ ] Write in (x5)
For clarity, these signs are: The Banner, the Captain, the Corpse, the Gauntlet, the Pillar, the Spear, the Shield, the Treasure Trove and the Quiver.
Please choose any number of the above as signs that you would like Farah to display an instinctive mastery of. Once the vote is called, I will distribute five additional charms between the winning five options (or less, if the vote is particularly lopsided). The main impact worth considering here is what it says about Farah that a given sign is so easy for them to master, even absent training or even awareness of what they happen to be.
[ ] Write in (Any number from the above nine signs)