As a major city, Jade Plum Citadel is surrounded by several market towns within a day's distance of travel. The market town situated in the valley downriver from the Emergence Cave is called Three Ponds Market, named after the three circular lily ponds in the center of the town which surround the local market. All in all, it's a prosperous, quiet, orderly town - while there is some rowdiness associated with visitors, these are generally encouraged to stay in the hostels just outside the actual town limit. People in the town respect their elders and their social superiors, and are stoic in the face of adversity.
But there is more to Three Ponds Market - the town is, in fact, the center for the cult of the Seven-Stranded Vine for the High Lands. The leaders of the cult effectively run the town, which is reflected in the orderly and hierarchical atmosphere - aristocrats before artisans before common laborers (each have their own third of the town). The three ponds are in fact a reference to the Three Spheres Cataclysm, though none alive remember this. The cult headquarters are in underground chambers right below the market, with entrances/exits to all three town districts.
The PCs are unlikely to realize anything of this unless they go looking for it (and being new in this land, they probably have no reason to search for this cult). However, they might get involved with this town nonetheless when they spot burning opium fields outside town - there is currently a conflict between Generous Agun and Prosperous Fanaka over control of the local opium production. Generous Agun currently controls the fields and is somewhat more acceptable to the population despite her Guild ties, as at least she is a native Tenges. Prosperous Fanaka desires these fields and has hired assorted thugs to convince the townfolk to align with him.
Once again we turn to the Random Nations Generator to work out the details. We get Theocracy as the government, which we already knew (that is, the Seven-Stranded Vine is in charge). Among the organizations we get Deep State - appropriate for a town that is ruled from behind the scenes, but Deep State implies a bit more than that. Let's say that the cult has managed to subvert at least one of the noble families from the court of the Jade Plum Citadel, and make a note to return to them later. Another entry is Quiverfull - many religions are passed on from parents to children, and it makes sense that a secret cult of Yozi-worshipers that already has a strong theme of "obedience to family" would view things the same way. Female cult members are encouraged to have as many children as possible, and those who have had six children already are awarded a special honor - they will gain the opportunity to be impregnated by one of the surviving male descendants of the original royal family of An-Teng (such as Night Butterfly - see Blood and Salt, p. 30), and these children will become part of the lesser nobility of the realm once the Dragon-Blooded are overthrown and the true royal family restored to the throne. A third entry is Eastern Lightning, a Chinese apocalyptic cult which uses "violence, kidnapping, and brainwashing for both recruiting new members and resisting the Chinese government". So far, this branch of the Seven-Stranded Vine doesn't want to attract attention and has been very selective when it comes to kidnapping and brainwashing people - but they do use these methods from time to time.
Among the major personalities we get Eddie Chapman. A womanizer, criminal, and safecracker who turns into a double agent has potential. However, I think it's best if our "Eddie" - let's call him Quick Chanchai - is still in the "crook" phase of his career. He will hang out with the foreigners in town, spot the PCs - and, if they look like either destitute, desperate, or shifty, will try to convince them to help him rob a local villa (apart from trying to flirt with female player characters). What he asks of them is to stage a distraction at an opportune moment - as foreigners, they will draw lots of attention if they act strangely, which he can use to slip in unnoticed. He will promise them a part of his take (depending on their risk) and pay it. Alternatively, he may run afoul of the Seven-Stranded Vine - or he might abscond with some sort of important cult artifact which will come to haunt him later - or the PCs, if they end up with it.
And as it happens, another "major personality" in town is an Artifact of Doom. Looking at the assorted sub-souls of She Who Lives In Her Name, a Luminata (The Deer Who Hunt Men) seem appropriate. It is bound to a small urn covered with writhing branches and studded with three rubies. A cult member can invoke the Luminata by filling the urn with burning poppies and saying the right invocation in honor of the Living Tower. which will then hunt down an enemy of the cult when they are alone. Someone carrying the urn or sleeping nearby who does not know the proper rituals will first dream of the Luminata and being hunted by it, only to be eventually hunted by it in the waking world. When "slain", the Luminata does not return to Malfeas but to the urn, until the urn is destroyed.
A third personality is Cleon Skousen, the famous anti-Communist conspiracy theorist. Let's turn that into Venerable Ruthai, the town matriarch and local cult leader, who is writing and publishing anonymous pamphlets decrying various Dragon-Blooded crimes against Tengese virtues, Tengese family, and the "natural order" under the pseudonym of "Truth-Teller". The PCs will likely encounter various pamphlets during their time in An-Teng, and newer pamphlets might even refer to their own adventures once they get tangled up in the affairs of the Dragon-Born. Her villa has a printing press (using woodblock carving) that produces more pamphlets, and as a result the town has a significant number of skilled wood carvers.
Another entry is Isaac Newton, whom we will turn into Far-Sighted Manee, an astronomer and cult member who has her own observatory on top of a nearby hill and who has written quite a few texts about the "perfect order and hierarchy" of the heavens. She maintains extensive correspondence with Prince Kiotaran of the Middle Lands, who shares her interest in Astronomy (though he remains ignorant of her cult leanings).
Moving on to political issues, we get "In Search of Death", a story about gay men intentionally seeking to infect themselves with HIV as an "erotic experience". Creation does not have a direct equivalent of AIDS, but coupling "death" with "erotic experience" we get Ghost Flower Tea, a drug that allows its user to interact with ghosts (including, yes, interact with ghosts in that way). A local plantation owner, Mournful Mongkut, has been abusing the drug in order to be reunited with his dead lover Agile Kulap, who used to be a stable boy working for him. Mongkut is a cult member - his family has been part of the cult for generations - but Venerable Ruthai had his lover killed because he neglected his duties to his family (in particular, by refusing to sire children with his wife Pleasant Suda). Needless to say, Mongkut is not happy with the current leadership of the town. He gets the Ghost Flower Tea from Wandering Wiriya, a merchant who has contacts to a smuggling network in the Jade Plum Citadel, which ultimately gets the drug from the City of Dead Flowers.
Quite possibly it's Mournful Mongkut's villa that Quick Chanchai wants to rob...
None of the "Major Projects" seem to fit for a town of this size, and neither do the entries for "Economy". Among the "Major Products/Exports" we get Pigs as well as Candles - which can be made from tallow rendered out of animal fats. Thus, we should note numerous pig farms in the area, as well as many butchers and tallow producers in the poor part of town (naturally, the inns for foreigners will be next to those).
Considering the cult presence, the "Forms of Worship" for this town are especially interesting. We get Nazirite, a form of asceticism where someone undertakes a vow to abstain from wine, cutting their hair, and not come in contact with corpses or graves for a specified time - at least 30 days. Another entry is Anchorite, a religious hermit who lives in a cell and avoids contact with the outside world. While the cultural context is different, it should be noted that Thai culture does have "temporary" (Buddhist) monks. Thus, let's say that those who have been chosen to join the Seven-Stranded Vine (or rise further in its rank) retreat from the world for a while in order to contemplate the Principle of Hierarchy (and especially favored cultists may be granted visions of demons). They sit in up to 9 small cells carved out of the mountain next to a spectacular waterfall. The town youth take turns every morning and evening to bring the monks food (rice and vegetables) and replace and light their large tallow candles (which the monks aren't allowed to touch because they are made from dead things). The path they use for this purpose leads up to Far-Sighted Manee's observatory.
Another Form of Worship is Prosperity Theology - the cult teaches that in a properly-ordered society those who are the most devout to She Who Lives In Her Name will also be richer due to their higher station, while those who are rich should join the cult to pay her the proper respect for their affluence.
This should be enough material for the time being - if needed, I can always expand the town further.
Showing posts with label exalted. Show all posts
Showing posts with label exalted. Show all posts
Thursday, October 6, 2016
Monday, January 11, 2016
[Exalted] From An-Teng With Hate - a political overview
Let's take a step back from figuring out individual locations on the hex map of An-Teng and look at the big picture. Who are the main political players in and near An-Teng, what do they want, how do they plan to reach their goals - and how are they going to react to a bunch of meddling kids Solars? This is not intended as a complete overview - but as a framework into which I can place further developments.
This is what I came up with - but I might have overlooked some wrinkle or power group. If you have more ideas, please share them - the more, the merrier!
(This also has the added benefit of motivating me to expand the Lexicon Section of the new Exalted 3E Wiki - which could use some more contributors. Hint, hint.
House Ledaal: The most important member of the House active in the region is Shuri the Scarlet, who is also the ranking garrison commander for An-Teng, commanding a garrison of 1,000 soldiers at Dragon's Jaws. He also has authority over the garrisons in the Middle Lands (probably at Prosperous Garden) and the High Lands (presumably at the Jade Plum Citadel) which - since they seem to be less important postings - I will peg at 400 soldiers each. Shuri communicates with their commanders once per week with magic mirrors - so if the PCs draw attention to themselves, Shuri will either hear about it from the commanders or investigate their curious silence.
He has his own agenda independent from his House - he wants to marry upwards and "is looking for a suitably malleable candidate among the young Terrestrial visitors to An-Teng, so that he can approach her parents or guardians with suitable bribes or blackmail, whichever is most appropriate." (Blood and Salt, p. 21). However, he takes his appointment by House elder Ledaal Kebok Omerger seriously and deals with native, Guild and Lintha traders in order to increase the influence of his House, although he takes little pleasure in such deals. The Ledaal Catala line also has a strong interest in the nearby shadowland of the City of Dead Flowers, so he pays well for any information about the place and hosts the occasional scholar from the House - although he will not risk any of his soldiers on the shadowland without a very good reason.
Finally, he still has old contacts in the Red-Piss Legion, which means that he might get involved in the Roseblack's bid for power. Since his garrison is already seen as "politically unreliable" by some quarters since he tends to promote based on merit instead of family connections, any attempts to remove him from his position might push both him and his garrison further towards Tepet Ejava.
House Ragara: Represented by Satrap Ragara Soras Jor, who is mainly interested in increasing his standing within the Thousand Scales, break the influence of the Lintha in the region (leading to the hilarious comic on page 111 of CoTD IV: The South), and generally increase the influence and trading deals of his house in the region, preferably at the expense of Shuri and House Ledaal. However, he also surreptitiously deals with the Lintha, in order to identify their agents. Considering that the Imperial Navy is also engaged in fighting the Lintha, he would probably love to expose any deals Shuri has with them, in order to weaken his position and have him replaced. Since House Ragar has heavy Guild connections, Soras Jor will likely plot with various Guild factors and merchant princes to squeeze Ledaal out of various markets. P. 44 of Manual of Exalted Power: The Dragon-Blooded mentions that House Ledaal frequently sends out un-Exalted members of the House as auditors to assess the current and future revenues of its satrapies - such groups could make good "random encounters" for the player characters.
So, would Soras Jor enter into some sort of secret alliance with the PCs in order to oust Shuri? Probably... not. He is unlikely to trust Anathema to keep such a deal secret (unless he is only involved through multiple layers of deniable intermediaries), and while such a deal might be able to remove Shuri, he would fear that it will be the Anathema who get to extend their influence as a result - not House Ledaal. However, once he becomes aware that Anathema are active in An-Teng he will insist that the whole might of Shuri's garrison is thrown against them. If Shuri is incapable of driving them out... well, he might know a few military commanders more suitable for the job. But if Shuri does too good a job, then Soras Jor might sabotage his efforts in some subtle manner.
The Immaculate Order: The highest-ranking abbot of the local Order, Santeris, is operating a spy network out of the City of the Steel Lotus which serves both the Immaculates and the Sidereals. Obviously, active Anathema in the region will attract their utmost attention. Their temples, which are scattered across the land, can also serve as a handy source of martial artists for a Solar-hunting posse if the nearest Wyld Hunt happens to be... delayed.
Vacationers: Plenty of Dragon-Blooded come to An-Teng not for mercantile interests, but for some Rest & Relaxation... which does not impede plotting in any way, only that the plots will be more about embarrassing rivals than business deals. Those who look for more... venereal entertainments will stick to the Shore Lands, those who are looking to further their knowledge will explore the libraries of the Middle Lands, while those who wish to get away from all the heat and the humidity will explore the High Lands. Big Game Hunting is a likely past time for the Dragon-Blooded, and they certainly won't hesitate to go after some bandits as combat practice as long it's not too much trouble to find them (they are supposed to be on vacation, after all). Finally, some younger Dragon-Blooded will probably be eager to prove their mettle against any Anathema that dare show their heads - especially if the Dragon-Blooded in question are intoxicated or otherwise engaged in substance abuse. Both Shuri and Soras Jor will want to keep an eye on the vacationers - for one thing, keeping them safe is their job, for another it never hurts to have other Dynasts in your debt because you had to bail them out after some misadventure.
This is what I came up with - but I might have overlooked some wrinkle or power group. If you have more ideas, please share them - the more, the merrier!
(This also has the added benefit of motivating me to expand the Lexicon Section of the new Exalted 3E Wiki - which could use some more contributors. Hint, hint.
The Realm
The following factions from the Realm are prominent in An-Teng:House Ledaal: The most important member of the House active in the region is Shuri the Scarlet, who is also the ranking garrison commander for An-Teng, commanding a garrison of 1,000 soldiers at Dragon's Jaws. He also has authority over the garrisons in the Middle Lands (probably at Prosperous Garden) and the High Lands (presumably at the Jade Plum Citadel) which - since they seem to be less important postings - I will peg at 400 soldiers each. Shuri communicates with their commanders once per week with magic mirrors - so if the PCs draw attention to themselves, Shuri will either hear about it from the commanders or investigate their curious silence.
He has his own agenda independent from his House - he wants to marry upwards and "is looking for a suitably malleable candidate among the young Terrestrial visitors to An-Teng, so that he can approach her parents or guardians with suitable bribes or blackmail, whichever is most appropriate." (Blood and Salt, p. 21). However, he takes his appointment by House elder Ledaal Kebok Omerger seriously and deals with native, Guild and Lintha traders in order to increase the influence of his House, although he takes little pleasure in such deals. The Ledaal Catala line also has a strong interest in the nearby shadowland of the City of Dead Flowers, so he pays well for any information about the place and hosts the occasional scholar from the House - although he will not risk any of his soldiers on the shadowland without a very good reason.
Finally, he still has old contacts in the Red-Piss Legion, which means that he might get involved in the Roseblack's bid for power. Since his garrison is already seen as "politically unreliable" by some quarters since he tends to promote based on merit instead of family connections, any attempts to remove him from his position might push both him and his garrison further towards Tepet Ejava.
House Ragara: Represented by Satrap Ragara Soras Jor, who is mainly interested in increasing his standing within the Thousand Scales, break the influence of the Lintha in the region (leading to the hilarious comic on page 111 of CoTD IV: The South), and generally increase the influence and trading deals of his house in the region, preferably at the expense of Shuri and House Ledaal. However, he also surreptitiously deals with the Lintha, in order to identify their agents. Considering that the Imperial Navy is also engaged in fighting the Lintha, he would probably love to expose any deals Shuri has with them, in order to weaken his position and have him replaced. Since House Ragar has heavy Guild connections, Soras Jor will likely plot with various Guild factors and merchant princes to squeeze Ledaal out of various markets. P. 44 of Manual of Exalted Power: The Dragon-Blooded mentions that House Ledaal frequently sends out un-Exalted members of the House as auditors to assess the current and future revenues of its satrapies - such groups could make good "random encounters" for the player characters.
So, would Soras Jor enter into some sort of secret alliance with the PCs in order to oust Shuri? Probably... not. He is unlikely to trust Anathema to keep such a deal secret (unless he is only involved through multiple layers of deniable intermediaries), and while such a deal might be able to remove Shuri, he would fear that it will be the Anathema who get to extend their influence as a result - not House Ledaal. However, once he becomes aware that Anathema are active in An-Teng he will insist that the whole might of Shuri's garrison is thrown against them. If Shuri is incapable of driving them out... well, he might know a few military commanders more suitable for the job. But if Shuri does too good a job, then Soras Jor might sabotage his efforts in some subtle manner.
The Immaculate Order: The highest-ranking abbot of the local Order, Santeris, is operating a spy network out of the City of the Steel Lotus which serves both the Immaculates and the Sidereals. Obviously, active Anathema in the region will attract their utmost attention. Their temples, which are scattered across the land, can also serve as a handy source of martial artists for a Solar-hunting posse if the nearest Wyld Hunt happens to be... delayed.
Vacationers: Plenty of Dragon-Blooded come to An-Teng not for mercantile interests, but for some Rest & Relaxation... which does not impede plotting in any way, only that the plots will be more about embarrassing rivals than business deals. Those who look for more... venereal entertainments will stick to the Shore Lands, those who are looking to further their knowledge will explore the libraries of the Middle Lands, while those who wish to get away from all the heat and the humidity will explore the High Lands. Big Game Hunting is a likely past time for the Dragon-Blooded, and they certainly won't hesitate to go after some bandits as combat practice as long it's not too much trouble to find them (they are supposed to be on vacation, after all). Finally, some younger Dragon-Blooded will probably be eager to prove their mettle against any Anathema that dare show their heads - especially if the Dragon-Blooded in question are intoxicated or otherwise engaged in substance abuse. Both Shuri and Soras Jor will want to keep an eye on the vacationers - for one thing, keeping them safe is their job, for another it never hurts to have other Dynasts in your debt because you had to bail them out after some misadventure.
The Guild
As I have outlined in my entry for Swift Rivers Crossing, the goals of the Guild are fairly straightforward when compared to the other factions. Make a profit (of course). Maintain its drug plantations. Maintain its monopoly on bulk sale of drugs. Maintain and expand its slave trade - the Guild will likely have some interesting conflicts with its sometimes-partner, sometimes-rival House Cynis in the Shore Lands.
Obviously, its main trade interests in drugs and slaves will be abhorrent to player characters arriving from Earth, and it is likely that they will serve as an antagonist in the early arcs of the campaign. However, the Guild is nothing but pragmatic - if the PCs can build their own power base and demonstrate that it is more profitable to come to accommodations with them than to insist on trading drugs and slaves in An-Teng, then they will certainly consider the offer. Whether they accept the offer depends on how much they think this will hurt their deals with the Realm.
The Locals
Prince Laxhander of the Glorious Reign: This Dragon-Blooded fanboy is going to die, though at which occasion and on whose orders remains to be seen. His encouraging visiting Terrestrial Exalted to impregnate members of his family is skeevy as Malfeas, but it is unlikely to affect the player characters much. Thus, he should die whenever the PCs drop by to visit, and like any good murder investigation there should be far to many suspects. And it is quite possible that the PCs don't care who did the actual murder and why (since Laxhander is rather reviled by everyone) - just how they can spin the fallout to their own advantage. Of course, everyone else will be doing the same...
While Prince Kiotaran of Upward View is more interested in astrology than politics (the PCs should probably not let it known to him that they arrived in Creation during Calibration! Also, him asking them about their astrological sign could get... awkward), his wife Golden Slipper has more practical concerns - in particular, she wants to turn Prosperous Garden into a major trade up, preferably one with more independence from Realm-backed interests. This will bring her (and her husband) into conflict with both Shuri and Soras Jor, although the Guild will be willing to take up the slack for... concessions. Mercantile PCs might likewise find uses for her as a contact.
Prince Josei of Notable Genius: In general, the Prince prefers to keeps his distance form the Dragon-Blooded, and prefers to deal with any local troubles on his own (or with the assistance of his nobles). He'd especially like to keep the Dragon-Blooded distant from some of the more profitable gem mines in the High Lands. However, there are some problems he cannot solve on his own - some of the Firepeak Moutains nearby host outposts of the First and Forsaken Lion, and while they are not currently hostile, they are obviously a problem that need to be dealt with. Player characters who can help him on this account will certainly have his gratitude. The recent death of his wife Dawnlit Snow also distracts him at the moment - anything that can help him with the investigation would be helpful. It is quite possible that some necromancer has bound her ghost in order to influence the Prince one way or another...
The Golden Lord generally prefers to stay apart from the politics of the Exalted. While he is ready to give good advice to all who seek his counsel, he will not involve himself in the struggles of mortals and Exalted alike unless there is clear evidence that the enemies of Creation itself are involved. While the Deathlords, Yozis, and the Fair Folk count, the Dragon-Blooded do not. This neutrality, along with the great respect he still commands in Yu-Shan, explains why the Immaculates treat his temples and his mortal worshipers with kid gloves - while they will declare his direct worship by mortals as improper, they limit themselves to words instead of direct actions. Possibly by saying that while the Golden Lord is one of the rare gods who is not tempted into inappropriate behavior by the worship of mortals, his cult is still setting a bad example, damnit!
In my old campaign, the PCs generally thought he was a great fellow - so much that they actually offered him rulership of An-Teng! But he declined by stating that it was the Solars who had received the Mandate of Heaven, and he will not break the natural order of the world so that he can do their job.
If the situation comes up again, I can also raise the question for why the Unconquered Sun has never sought to rule mortals directly. The answer is simple - the Unconquered Sun (and to lesser extent, the Golden Lord as well) was created as a being of perfect, abstract virtue. He always must be compassionate, brave, temperate and so forth, because anything else is a contradiction of his nature. Yet humans are complex and messy, and in ruling them compromises must sometimes be made - compromises which the gods are often incapable of, or only capable when denying themselves and therefore weakening themselves. Thus, the wisest course of action is to leave ruling humans to other humans.
The Pale Mistress, on the other hand, is rather more active in bringing chaos, death, and plague across the land. Her cult behaves pretty much how you would expect a cult of demon-worshipers to behave, what with their worshipers kidnapping, murdering, and engaging in human sacrifice. And indeed, the PCs might initially believe that this is a demon-worshiping cult. But for all her vileness, she is a god of Creation, and not a demon or thing of the Underworld. There will always be dissatisfied people who will turn to dark cults in their desperation, and if her cult were to be eradicated, these same people might find themselves as followers of the Yozis or the Neverborn. Thus, while the cult of the Golden Lord will preach and act against her cult, the Golden Lord will refuse to act directly against her, nor approve of any Exalted who would try to kill her.
The Golden Lord generally prefers to stay apart from the politics of the Exalted. While he is ready to give good advice to all who seek his counsel, he will not involve himself in the struggles of mortals and Exalted alike unless there is clear evidence that the enemies of Creation itself are involved. While the Deathlords, Yozis, and the Fair Folk count, the Dragon-Blooded do not. This neutrality, along with the great respect he still commands in Yu-Shan, explains why the Immaculates treat his temples and his mortal worshipers with kid gloves - while they will declare his direct worship by mortals as improper, they limit themselves to words instead of direct actions. Possibly by saying that while the Golden Lord is one of the rare gods who is not tempted into inappropriate behavior by the worship of mortals, his cult is still setting a bad example, damnit!
In my old campaign, the PCs generally thought he was a great fellow - so much that they actually offered him rulership of An-Teng! But he declined by stating that it was the Solars who had received the Mandate of Heaven, and he will not break the natural order of the world so that he can do their job.
If the situation comes up again, I can also raise the question for why the Unconquered Sun has never sought to rule mortals directly. The answer is simple - the Unconquered Sun (and to lesser extent, the Golden Lord as well) was created as a being of perfect, abstract virtue. He always must be compassionate, brave, temperate and so forth, because anything else is a contradiction of his nature. Yet humans are complex and messy, and in ruling them compromises must sometimes be made - compromises which the gods are often incapable of, or only capable when denying themselves and therefore weakening themselves. Thus, the wisest course of action is to leave ruling humans to other humans.
The Pale Mistress, on the other hand, is rather more active in bringing chaos, death, and plague across the land. Her cult behaves pretty much how you would expect a cult of demon-worshipers to behave, what with their worshipers kidnapping, murdering, and engaging in human sacrifice. And indeed, the PCs might initially believe that this is a demon-worshiping cult. But for all her vileness, she is a god of Creation, and not a demon or thing of the Underworld. There will always be dissatisfied people who will turn to dark cults in their desperation, and if her cult were to be eradicated, these same people might find themselves as followers of the Yozis or the Neverborn. Thus, while the cult of the Golden Lord will preach and act against her cult, the Golden Lord will refuse to act directly against her, nor approve of any Exalted who would try to kill her.
The Lunars
In my old campaign, I introduced the first Lunar Exalted as a stereotypical "Barbarian Warlord Lunar" who was all ready and set to invade An-Teng with his Barbarian Horde™, but was willing to wait for one year as part of a bet to see if the PCs could wrest An-Teng away from the Realm first.
Bo-ring! While that did give the PCs a motivation to stick around in An-Teng and stick it to the Realm, I think I should be able to present the Lunars better now than just "barbarian warlords". I am reminded of a line by John Mørke where he said that "Lunars weaponize cultures" in order to fight the Realm. So what should they do when a Circle of Solar Exalted shows up in An-Teng?
Why, weaponize them, of course.
Encourage them to stand and fight against whatever it is that they consider bad about the Realm (and frankly, it shouldn't be hard to create a lengthy list on that account). Meanwhile, manipulate the Realm to send more and more Dragon-Blooded into the meat grinder, and ensure that both sides only hear the worst about each other, preferably with additional... embellishments. All this should be done from behind the scenes so that neither side suspects that Lunars are active in the region - which, thanks to their potent shapeshifting abilities, shouldn't be too hard (at least for the time required to get a decent war started). The Serpents Who Walk As Men beastmen in the Middle Lands seem to be useful for Lunar takeover - under Lunar direction, they will likely stay "neutral" during the struggles while secretly arming up and getting ready to swoop in once the conflict has been exhausted.
An interesting wildcard is Khadarys Shadow-Dancer, a First Age Lunar who has hidden at the bottom of the Lake of Thousand Dragons to this very day and has no one for company other than her clan of freshwater shark-men descendants (Blood and Salt, p. 33). She remains unaware of the events of the last century or so, and whoever talks to her will greatly shape her outlook on things.
Scroll of Fallen Races, p. 14 mentions a Lunar Exalt who controls large stretches of the Firepeak Mountains "between the City of the Steel Lotus and the Lap", which sounds like it would be directly to the east of the High Lands. who is very loosely allied with Shining Kren, a Mountain Folk domain directly beneath those mountains. It's probably that Lunar who watches events in An-Teng - in particular, the High Lands - the most closely.
The Mountain Folk
Speaking of which, the Mountain Folk of Shining Kren will likely largely want to maintain their neutrality - Scroll of Fallen Races mentions that in addition to their loose alliance with the Lunar of the Firepeaks they also hire themselves out as mercenaries to the "Dragon-Blooded administrators of An-Teng" - sometimes for anti-bandit activities, but more frequently as marines for anti-Lintha naval actions, which they particularly relish. Given the currently... complicated relationship between the Realm military commander and the administrator of An-Teng, it is very likely that Mountain Folk mercenaries will be drawn into the schemes of Shuri and Soras Jor. They also won't hesitate to use them against Solar player characters and their followers.
A Mountain Folk settlement directly behind the Jade Plum Citadel in the High Lands is also mentioned on p. 35 of Blood and Salt - I am going to assume that this is a colony of Shining Kren and the usual contact point for Dragon-Blooded wishing to contact the Mountain Folk, since they could hardly be expected to visit a Lunar domain unmolested. Lengthy tunnels between that settlement and Shining Kren are likely. Travel is made easier by the fact that Shining Kren has "made tentative peace treaties with several breeds of local Darkbrood, as well as the green-eyed Southern underpeople". Of course, if their numbers are not kept in check by the Mountain Folk, they might start expanding to the surface and go out at night and kidnap or murder people in remote villages - another problem the PCs could come across.
The Underworld
Unfortunately, the Compass of Celestial Directions IV - The Underworld completely neglects to mention An-Teng, so we will have to co with other sources instead. Page 19 and 20 of Blood and Salt mention the deep reverence the Tengese have for their ancestors, as well as its exorcists who use their own ancestors to deal with malignant ghosts. Interestingly, in desperate cases the Pale Mother herself is called to destroy hostile ghosts (her Hungry Dancer followers will also attack any priests of the Golden Lord present, as well as children and pregnant women) - though in that case she will attack all ghosts present, including peaceful ones! Perhaps it is her presence that have kept the First and Forsaken Lion from keeping the Underworld of An-Teng - another reason why it would be a bad idea for the PCs to kill her!
Speaking of which, the First and Forsaken Lion will almost certainly want to conquer this region of the Underworld - and subsequently, the Lands Above. And indeed, his mountain outposts in the High Lands indicate that his preparations are well underway. But to have his way, he has to deal with certain obstacles first. He also has one of his deathknights in An-Teng - Shatterer of the Way, a Moonshadow Caste Abyssal who used to be an Immaculate monk (note to self: Tie his backstory into one of the local Immaculate temples).
The First and Forsaken Lion is said not to trust Abyssals of the Moonshadow Caste, so his orders to Shatterer of the Way were probably on the lines of: "Make yourself useful - turn the City of Dead Flowers into a vassal state. But don't ask for any backup or resources until you actually deliver some results!" My expectation is that the Abyssal is probably using the threat of invasion from the First and Forsaken Lion's forces to cement a deeper alliance between the ancestral ghosts of An-Teng, starting with the teeming masses of the City of Dead Flowers. However, he is also using his Abyssal magics to secretly control that ghostly alliance from behind the scenes. When the First and Forsaken Lion does invade, the alliance will be ready... to surrender. And once he holds the Ancestral Ghosts of An-Teng in his thrall, he will have a much easier time influencing the living.
Another obstacle is the Yozi Cult of the Seven-Stranded Vine, which the First and Forsaken Lion does not wish a conflict with... yet. But he probably has no problem with someone else eradicating the cult, and exposing them to larger scrutiny and the attentions of either the PCs or the Realm sounds like a likely mission for one of his Day Caste Abyssals.
The Yozis
Many of the Yozis are, at the moment, working towards the Reclamation. With this I don't mean "the Yozis will be freed" as the end goal, as the developers have stated that this is impossible in the 3rd Edition, but the Infernal Exalted ruling and punishing Creation in their name. The major Yozi players in An-Teng are:
She Who Lives In Her Name, represented by the Seven-Stranded Vine. As she is the "Principle of Hierarchy", her cult is mainly obsessed with "restoring the proper order of An-Teng" - which means kicking all the dirty foreigners out and putting the (now demon-tainted) original royal family back on the throne. At first glance this makes them look just like another "Concerned Citizen" hate group, but considering that the major foreign groups active in An-Teng are the Guild and the Realm, they rather have a point - a lot of them, in fact. And given the politeness of the Tengese, the PCs will probably have some awkward conversations with secret cult members on the lines of: "No, I am sure you are not like all those other foreigners who pillage our land and rape our women! I am sure your intentions are honorable!" This might motivate the PCs to do something about these other foreigners... only to realize at some point that they have cleared the path for a Yozi Cult to take over the land!
Kimbery, represented by the Lintha pirates. The Lintha spend a lot of time in the Shore Lands posing as "honorable businessmen", and their various double-dealings with Shuri and Soras Jor have already been mentioned. However, thanks to the Reclamation they are now smuggling weapons and supplies to the Seven-Stranded Vine - in particular, relic weapons provided by Bitter Copal, the iconic Defiler Caste Green Sun Prince who is of the Tengese royal family himself and has shacked up with the Lintha in Bluehaven. The PCs stumbling across a relic weapon in an unexpected place could motivate them to investigate the Lintha connection.
The Sidereals
Since the Sidereal Exalted have a lot on their plate, they won't immediately investigate the player characters. The Gold Faction will of course try to recruit them into the Cult of the Illuminated, but as I have established earlier, the local Cult chapter is currently out of communication with the larger network. The Bronze Faction likewise won't notice the PCs until they begin to make a big ruckus... which, given the nature of the typical Solar Exalted, admittedly could happen fairly quickly.
However, they do have an interest in the An-Teng region, since that is where one Sidereal went missing one year ago - and his fate is of very high interest to the Bureau of Destiny. Once they become aware that the PCs are connected to him, a Bronze Faction Sidereal might even pose as a Gold Faction member in order to question the PCs. Once they learn about the cross-world portal, they will... immediately form a special committee to investigate this. Which means celestial politics with fangs. And plenty of gibbering, once they realize that the portals represent a Primordial who has gone missing since the Primordial War itself! What happens then is hard to predict as it will depend a lot on the decisions of both the player characters and the Celestial Bureaucracy - but it will certainly be dramatic.
That's what I've got for now. Any ideas for expanding on this?
Sunday, December 27, 2015
[Exalted] Swift Rivers Crossing
While the path from the Emergence Cave to the Jade Plum Citadel is one of the most important initial areas to detail - since that's where the PCs will likely travel first - I also have some ideas for location <7,6> which I want to write down before I forget them. This area is part of a long river valley that leads to points east, which means that it is a good location for a trade route out of An-Teng towards the eastern deserts. Therefore it is very suitable for a local Guild outpost - it sits at the threshold of the High Lands while still being useful as a base so that the Guild can keep track of major developments there and elsewhere in An-Teng. The Guild has won a concession of Prince Josei of the High Lands to run this outpost independent of High Lands jurisdiction in exchange for significant bribes. This has the added advantage that the Guild is very motivated to keep bandits out of the region, which keeps down the need for additional expenses and patrols from the government of the High Lands.
As a result, the surrounding town - which I will call Swift Rivers Crossing - is fairly cosmopolitan for such a remote place, thanks to assorted Guild traders and hangers-on. And that has made it a good location for a small cell of the Cult of the Illuminated. The cell was founded by a traveling priest named Traveling Wirat, who after establishing the cell went on to Prosperous Garden in the Middle Lands of An-Teng to spread the word. However, the cell hasn't heard of him for a while, and they fear the worst - but without him, they don't know who else to contact once they have found some Shining Ones (i.e. the PCs). Meanwhile, a peddler named Slow Kamon is traveling on a regular circuit between Swift Rivers Crossing and the Jade Plum Citadel in order to catch news from around the region. It might be a while until he hears news of the PCs as well, though if the PCs do something to draw attention he will likely hear it first and move to intercept them.
Swift Rivers Crossing, with a population of 12,000 people, barely counts as a hub city by Guild Standards - but it is maintained as one nonetheless, since An-Teng proper is too beholden to the Realm yet represents too important a market to ignore. It thus has its own Guild Factor (named Proud Shomari, originally from Harborhead), who is fully aware of the opportunities of this region and wishes to greatly expand Guild operations here. PCs who do not object to the slave and drug trading practices of the Guild will find him a useful partner, though he is wary of offending the Realm too much. PCs who strive to curtail slavery or the drug trade will turn him into a ruthless and devious enemy who will conceal his animosity behind a smile.
Now let us turn once again to the Random Nations Generator for further details. While officially the Guild and its factor are in charge of the own, the Guild is focused more on trade and less on running the day-to-day affairs of the town. Among the results for Government, I get Exilarchy, which has potential - let's say that Proud Shomari's clan (of the Izhalvi people - see Houses of the Bull God, p. 11) did badly in one of the many wars of the Harborhead region and thus they sought their fortunes elsewhere. Thanks to Proud Shomari's position and influence, Swift Rivers Crossing looked like a good place to start anew, and Shomari was happy to see an influx of laborers and artisans who probably wouldn't stab him in the back. That being said, Shomari is uninterested in involving himself in Harborhead clan politics and won't give the clan more support than a safe harbor. The clan matriarch Eldest Hasana, however, is quite determined to see her clan's triumphant return to her homeland before she dies, and as she is feeling her age she is willing to engage in increasingly desperate schemes to that end. As an added wrinkle, the Izhalvi worship both Luna and the Unconquered Sun - if the PCs could convince them that they are indeed Chosen by the latter, they might acquire quite a few allies.
The first of the Organizations listed by the generator is the Technisches Hilfswerk, a German government-funded organization dedicated to disaster relief. Let's translate that into the Good Neighbors Association, a group of people volunteering to help others in both their community and without. Led by Joyful Issa (a male immigrant from Harborhead), this group is essentially a front for the Cult of the Illuminated - they do take helping their neighbors seriously, but they have also recruited many cult members this way. In the absence of Traveling Wirat, Issa serves as the local cult priest - although he is not very firm on his theology.
Results like Triads and Mafia remind me that the existing books describing An-Teng don't elaborate on organized crime in the region. Sure, there are Lintha operating nearby - but as pirates they will stay near the coasts instead of operating this far inland. Googling for organized crime in Thailand I find a Wikipedia entry about the Chao Pho, or "Godfathers" - but using that name is likely to cause Marlon Brando jokes. But how about the "Godchildren"? The "God" in question being, of course, the Pale Mistress of An-Teng, who does have "crime" in her portfolio - along with chaos, selfishness, darkness and all that other good stuff. As a result, the Godchildren will have cells and independent splinter groups everywhere in An-Teng (as opposed to one big, organized group which would be anathema to the Pale Mistress). The leader of the Swift Rivers Crossing chapter, Bright Kanchana (female Tengese), is likely in conflict with the Good Neighbors Association - which might draw the PCs in.
We already have a bunch of NPCs, but let's nevertheless look at some Major Personalities the Generator provides. Among these, Alexis Carrel sounds interesting - a surgeon and biologist who received the Nobel Prize but also became infamous for his advocacy of Eugenics. Let's translate that as Nisai Daruth, a Wood-aspected Dragon-Blooded Outcaste sorcerer who works as the senior surgeon of the Outpost - and who has additional business revenue from his breeding projects. Breeding humans, that is - he has a fair degree of success (thanks to his Medicine charms and related Sorcerous Workings) with "improving" the offspring of couples (of whatever genders). He can and does summon neomahs for this purpose, although he also has other methods. Another service he offers are surrogate mothers, usually slaves purchased for this purpose. The Guild pays him well for these services, although they keep the bigger parts of the shares to themselves. Nisai does not particularly care, however - as long as his research is funded and he has a steady supply for his experiments, he is content. His ultimate goal is to increase the Breeding of the Dragon-Blooded (and he is willing to pay high prices for anyone able to snatch the "Lost Eggs" of An-Teng away from Tender Rose - see Blood and Salt, p. 17), but in the meantime he has all sorts of other projects. Among these, he has become aware that there is a demon taint in certain Tengese families and wishes to learn more - which will bring him into conflict with the Seven-Stranded Vine.
Another character is Allan Pinkerton, Let's translate that into the persona of a Guild Warden named Slow Hom (at least, that's her cover name) who is in town to investigate misconduct within the Guild or anything else that threatens local Guild monopolies. The political machinations of the Izhalvi Exiles certainly have her attention, but so far she hasn't found any evidence that the Factor is diverting Guild resources to help them. If the PCs are doing anything sneaky around town, they will draw her attention as well.
Among Major Political Issues we get Detroit - Too broke to bury their dead. Let's translate that as the local dedicated Guild priest/undertaker, Cheery Kilinda (female Izhalvi), skimping on the funeral materials for the slaves that are dying at the outpost and just dumping their bodies in the forest somewhere so that she can pay for her boozing and partying. So far this has not drawn anyone's attention, but this is slowly giving rise to a number of hungry ghosts.
Another issue is Eurabia, the conspiracy theory that Europe will allegedly soon be subsumed into the Arab World because of immigration and high birth rates of immigrants. Let's say that some Tengese "Concerned Citizens" are likewise worried about all these immigrants from Harborhead, which has led to some assaults in the nights by hotheaded youths (their elders are much more carefully about offending foreigners of course, for historic reasons). So far, no one important has been harmed, although foreign-looking PCs might become targets as well.
A third political issue is Sex, Lies, and Subprime Mortgages, a story about the corruption in the American housing market in the leadup to the Financial Crisis. For a suitably lurid counterpart, let's say that there are a number of rich merchants and Guild drug lords which vie for control of the various poppy fields and other drug plantations in An-Teng. Each of the provinces has different factions vying for control. In the High Lands, the primary drug lords are Generous Agun (female Tengese), Daring Klahan (male Tengese), and Prosperous Fanaka (male god-blooded scion of a minor fertility deity in Harborhead) - beyond the Factor himself, of course. All of them scheme against each other to win influence and will use any means fair or foul to make plantation villages work for them. Village headmen who are compliant are often invited to weeks of debauchery at Swift Rivers Crossing, while those who are more stubborn will get threats, beatings, and worse. This squabbling has started to annoy Prince Josei himself, and is one of the things Slow Hom is currently investigating.
Among the Major Projects, only "Moscow Mayor Promises a Winter Without Snow" stands out. An-Teng is unlikely to receive much snow even in the winter - except possibly the high mountain passes to the east. And even in the other years, harsh weather might make the progress of caravans difficult. For this reason, Sweet Rivers Crossing maintains its own priest, Well-Spoken Rochana (female Tengese) to appease/bribe the weather gods - but some of the drug lords have started to offer her bribes for bringing bad weather to their rivals' plantations. Rochana is very leery of accepting those bribes, but does not exactly wish to offend the drug lords either.
I will skip over the Religion sections of the generator - beyond the deities mentioned, the Guild will worship the usual divinities of trade and travel, with no unusual forms of worship. There are no dangerous creatures in the immediate area either (beyond humans, that is... plus the hungry ghosts mentioned above). The next relevant section is about the History of the region, with one of the results being "Portal to mythical Mayan underworld found in Mexico", which sounds promising - let's say that the town was built on the ruins of an old Tengese ancestor cult which eventually created a small Shadowland deep beneath the town. While the ruins themselves are well known, nobody knows of their true extent and purpose - and Cheery Kilinda is using the ruins to dump the bodies of slaves, which threatens to awaken some truly ancient dead, with potentially disastrous consequences for the town. A further Historic Event, "The Torture Colony" (referring to Colonia Dignidad in Chile) gives hints to how this old ancestor cult was run, and the "Peshtigo Fire" indicates that the old settlement was consumed in one big conflagration.
Finally, "An Epidemic of Laughing in the Bukoba District of Tanganyika" indicates that the Seven-Stranded Vine released a demonic presence in this town a few years ago, which caused everyone who was "infected" to laugh uncontrollably (I must remember to come up with an appropriate First Circle demon for this). Obviously, if they have released this Laughing Plague before they can do so again, and the Guild has their special ire as outsiders who disrupt the "proper hierarchy" of An-Teng. This means that they might have some connection to the "Concerned Citizens" mentioned above - a low-ranking cult member, Observant Tansanee (female Tengese) runs a pub and inn ("Peaceful Rest") for local Tengese laborers and tries to subtly agitate her customers against the foreigners.
I think this is plenty of detail for Swift Rivers Crossing for the time being - though I should probably return at a later date once I have figured out more about the factions of the High Lands and how they interact.
As a result, the surrounding town - which I will call Swift Rivers Crossing - is fairly cosmopolitan for such a remote place, thanks to assorted Guild traders and hangers-on. And that has made it a good location for a small cell of the Cult of the Illuminated. The cell was founded by a traveling priest named Traveling Wirat, who after establishing the cell went on to Prosperous Garden in the Middle Lands of An-Teng to spread the word. However, the cell hasn't heard of him for a while, and they fear the worst - but without him, they don't know who else to contact once they have found some Shining Ones (i.e. the PCs). Meanwhile, a peddler named Slow Kamon is traveling on a regular circuit between Swift Rivers Crossing and the Jade Plum Citadel in order to catch news from around the region. It might be a while until he hears news of the PCs as well, though if the PCs do something to draw attention he will likely hear it first and move to intercept them.
Swift Rivers Crossing, with a population of 12,000 people, barely counts as a hub city by Guild Standards - but it is maintained as one nonetheless, since An-Teng proper is too beholden to the Realm yet represents too important a market to ignore. It thus has its own Guild Factor (named Proud Shomari, originally from Harborhead), who is fully aware of the opportunities of this region and wishes to greatly expand Guild operations here. PCs who do not object to the slave and drug trading practices of the Guild will find him a useful partner, though he is wary of offending the Realm too much. PCs who strive to curtail slavery or the drug trade will turn him into a ruthless and devious enemy who will conceal his animosity behind a smile.
Now let us turn once again to the Random Nations Generator for further details. While officially the Guild and its factor are in charge of the own, the Guild is focused more on trade and less on running the day-to-day affairs of the town. Among the results for Government, I get Exilarchy, which has potential - let's say that Proud Shomari's clan (of the Izhalvi people - see Houses of the Bull God, p. 11) did badly in one of the many wars of the Harborhead region and thus they sought their fortunes elsewhere. Thanks to Proud Shomari's position and influence, Swift Rivers Crossing looked like a good place to start anew, and Shomari was happy to see an influx of laborers and artisans who probably wouldn't stab him in the back. That being said, Shomari is uninterested in involving himself in Harborhead clan politics and won't give the clan more support than a safe harbor. The clan matriarch Eldest Hasana, however, is quite determined to see her clan's triumphant return to her homeland before she dies, and as she is feeling her age she is willing to engage in increasingly desperate schemes to that end. As an added wrinkle, the Izhalvi worship both Luna and the Unconquered Sun - if the PCs could convince them that they are indeed Chosen by the latter, they might acquire quite a few allies.
The first of the Organizations listed by the generator is the Technisches Hilfswerk, a German government-funded organization dedicated to disaster relief. Let's translate that into the Good Neighbors Association, a group of people volunteering to help others in both their community and without. Led by Joyful Issa (a male immigrant from Harborhead), this group is essentially a front for the Cult of the Illuminated - they do take helping their neighbors seriously, but they have also recruited many cult members this way. In the absence of Traveling Wirat, Issa serves as the local cult priest - although he is not very firm on his theology.
Results like Triads and Mafia remind me that the existing books describing An-Teng don't elaborate on organized crime in the region. Sure, there are Lintha operating nearby - but as pirates they will stay near the coasts instead of operating this far inland. Googling for organized crime in Thailand I find a Wikipedia entry about the Chao Pho, or "Godfathers" - but using that name is likely to cause Marlon Brando jokes. But how about the "Godchildren"? The "God" in question being, of course, the Pale Mistress of An-Teng, who does have "crime" in her portfolio - along with chaos, selfishness, darkness and all that other good stuff. As a result, the Godchildren will have cells and independent splinter groups everywhere in An-Teng (as opposed to one big, organized group which would be anathema to the Pale Mistress). The leader of the Swift Rivers Crossing chapter, Bright Kanchana (female Tengese), is likely in conflict with the Good Neighbors Association - which might draw the PCs in.
We already have a bunch of NPCs, but let's nevertheless look at some Major Personalities the Generator provides. Among these, Alexis Carrel sounds interesting - a surgeon and biologist who received the Nobel Prize but also became infamous for his advocacy of Eugenics. Let's translate that as Nisai Daruth, a Wood-aspected Dragon-Blooded Outcaste sorcerer who works as the senior surgeon of the Outpost - and who has additional business revenue from his breeding projects. Breeding humans, that is - he has a fair degree of success (thanks to his Medicine charms and related Sorcerous Workings) with "improving" the offspring of couples (of whatever genders). He can and does summon neomahs for this purpose, although he also has other methods. Another service he offers are surrogate mothers, usually slaves purchased for this purpose. The Guild pays him well for these services, although they keep the bigger parts of the shares to themselves. Nisai does not particularly care, however - as long as his research is funded and he has a steady supply for his experiments, he is content. His ultimate goal is to increase the Breeding of the Dragon-Blooded (and he is willing to pay high prices for anyone able to snatch the "Lost Eggs" of An-Teng away from Tender Rose - see Blood and Salt, p. 17), but in the meantime he has all sorts of other projects. Among these, he has become aware that there is a demon taint in certain Tengese families and wishes to learn more - which will bring him into conflict with the Seven-Stranded Vine.
Another character is Allan Pinkerton, Let's translate that into the persona of a Guild Warden named Slow Hom (at least, that's her cover name) who is in town to investigate misconduct within the Guild or anything else that threatens local Guild monopolies. The political machinations of the Izhalvi Exiles certainly have her attention, but so far she hasn't found any evidence that the Factor is diverting Guild resources to help them. If the PCs are doing anything sneaky around town, they will draw her attention as well.
Among Major Political Issues we get Detroit - Too broke to bury their dead. Let's translate that as the local dedicated Guild priest/undertaker, Cheery Kilinda (female Izhalvi), skimping on the funeral materials for the slaves that are dying at the outpost and just dumping their bodies in the forest somewhere so that she can pay for her boozing and partying. So far this has not drawn anyone's attention, but this is slowly giving rise to a number of hungry ghosts.
Another issue is Eurabia, the conspiracy theory that Europe will allegedly soon be subsumed into the Arab World because of immigration and high birth rates of immigrants. Let's say that some Tengese "Concerned Citizens" are likewise worried about all these immigrants from Harborhead, which has led to some assaults in the nights by hotheaded youths (their elders are much more carefully about offending foreigners of course, for historic reasons). So far, no one important has been harmed, although foreign-looking PCs might become targets as well.
A third political issue is Sex, Lies, and Subprime Mortgages, a story about the corruption in the American housing market in the leadup to the Financial Crisis. For a suitably lurid counterpart, let's say that there are a number of rich merchants and Guild drug lords which vie for control of the various poppy fields and other drug plantations in An-Teng. Each of the provinces has different factions vying for control. In the High Lands, the primary drug lords are Generous Agun (female Tengese), Daring Klahan (male Tengese), and Prosperous Fanaka (male god-blooded scion of a minor fertility deity in Harborhead) - beyond the Factor himself, of course. All of them scheme against each other to win influence and will use any means fair or foul to make plantation villages work for them. Village headmen who are compliant are often invited to weeks of debauchery at Swift Rivers Crossing, while those who are more stubborn will get threats, beatings, and worse. This squabbling has started to annoy Prince Josei himself, and is one of the things Slow Hom is currently investigating.
Among the Major Projects, only "Moscow Mayor Promises a Winter Without Snow" stands out. An-Teng is unlikely to receive much snow even in the winter - except possibly the high mountain passes to the east. And even in the other years, harsh weather might make the progress of caravans difficult. For this reason, Sweet Rivers Crossing maintains its own priest, Well-Spoken Rochana (female Tengese) to appease/bribe the weather gods - but some of the drug lords have started to offer her bribes for bringing bad weather to their rivals' plantations. Rochana is very leery of accepting those bribes, but does not exactly wish to offend the drug lords either.
I will skip over the Religion sections of the generator - beyond the deities mentioned, the Guild will worship the usual divinities of trade and travel, with no unusual forms of worship. There are no dangerous creatures in the immediate area either (beyond humans, that is... plus the hungry ghosts mentioned above). The next relevant section is about the History of the region, with one of the results being "Portal to mythical Mayan underworld found in Mexico", which sounds promising - let's say that the town was built on the ruins of an old Tengese ancestor cult which eventually created a small Shadowland deep beneath the town. While the ruins themselves are well known, nobody knows of their true extent and purpose - and Cheery Kilinda is using the ruins to dump the bodies of slaves, which threatens to awaken some truly ancient dead, with potentially disastrous consequences for the town. A further Historic Event, "The Torture Colony" (referring to Colonia Dignidad in Chile) gives hints to how this old ancestor cult was run, and the "Peshtigo Fire" indicates that the old settlement was consumed in one big conflagration.
Finally, "An Epidemic of Laughing in the Bukoba District of Tanganyika" indicates that the Seven-Stranded Vine released a demonic presence in this town a few years ago, which caused everyone who was "infected" to laugh uncontrollably (I must remember to come up with an appropriate First Circle demon for this). Obviously, if they have released this Laughing Plague before they can do so again, and the Guild has their special ire as outsiders who disrupt the "proper hierarchy" of An-Teng. This means that they might have some connection to the "Concerned Citizens" mentioned above - a low-ranking cult member, Observant Tansanee (female Tengese) runs a pub and inn ("Peaceful Rest") for local Tengese laborers and tries to subtly agitate her customers against the foreigners.
I think this is plenty of detail for Swift Rivers Crossing for the time being - though I should probably return at a later date once I have figured out more about the factions of the High Lands and how they interact.
Sunday, December 13, 2015
[Exalted] Hundred Dreams Village
It's been a while - real world events have kept me occupied, and there has been the Exalted 3E release to digest in the meantime. But now I am back - so let's continue in our quest to put the High Lands of An-Teng on the map!
After detailing Gankorou's Fair Folk freehold in my previous post, I should probably detail the village the Fair Folk are preying on. In my old campaign I didn't spend much time there - the villagers first ascertained that the PCs meant them no harm, then told them of their plight, and then the PCs went and fetched their dream-eaten kin, dumped them, and left the village and never returned.
That seems something of a waste, in particular since this village will be their first encounter with the local culture.
Once again using the Random Nations Generator, we get Magocracy as the government - rule by mages. Or a mage - and while a remote village like this probably doesn't have a full-fledged Exalted sorcerer (who could probably deal with Gankorou on their own), the new edition does have some rather nifty rules for mortal sorcerers. Looking at the list of sorcerous origins from the Core Rules, let's pick "Pact with an Ifrit Lord" (Core Rules, p. 467) - we will assume that the sorcerer wandered in the vast deserts to the East to attain initiation into the Terrestrial Circle. Among other things, that means that the sorcerer will always want to have a large fire nearby, and observant PCs will note that the village seems to have a rather large stockpile of firewood for being in a tropical climate (well, maybe subtropical - these are the High Lands of An-Teng).
Next, let's pick the gender. Looking back at my previous campaign, I suspect I too often went with a subconscious assumption of "most significant NPCs are male, with the exception of love interests". To prevent that from happening in the future, I will from now on determine the gender of NPCs randomly unless there is a good reason otherwise. For humans, this will be a 1d100 roll: 1-48 male, 49-96 female, and 97-100 "other" (this is Exalted, after all). For nonhumans, (non-ghost spirits, Fair Folk and the like), this will be a 1d6 roll: 1-2 male, 3-4 female, 5-6 other. For my sorcerer, I get a "37", which means he is male.
Now let's pick the name. In my old campaign, I frequently used Thai names which seemed authentic for the region. However, this had the disadvantage that none of my (German) players could remember them, and I too had frequently problems with them. On the other hand, the overly flowery names common in Exalted ("Midnight Pearl", "Ivory Cup") sound a bit silly to German ears. Thus, a compromise: I will use a flowery descriptor and a Thai name to create the full name of an NPC. For the sorcerer, let's name him "Fire-Salved Somsak" (the last part apparently means "Power of Worth" in Thai, which seems appropriate). Obviously, he is very concerned with the Fair Folk of the nearby freehold.
The village is hardly big enough for any significant organizations, but among the results provided by the Generator Rosicrucianism has potential. Let's say the sorcerer is - or at least claims to be - a member of a larger secret society which provides its initiates with "mystic knowledge" and makes them feel superior to all the uninitiated. Analogous to the Rose Cross, let's pick a flower theme for this group - the Red Orchid Society (not related to the Red Lotus Society - why do you ask?), with "red"="fire" being an appropriate association for the sorcerer's initiation. He is the ranking leader of the local society, of course, with various influential villagers being lower-ranking members. He might even have picked an apprentice among their children.
Among the "major personalities" we get Agnes of Rome, who was a Christian martyr who was executed because she refused to marry rich and powerful suitors (at the age of 12 or 13, mind you) and was denounced as a Christian as punishment. Before her execution, she was supposed to be raped by multiple men, but thanks to assorted miracles the rape was prevented (though the execution was not). Translating this into an Exalted story, let's say that a young child (a girl, as the random roll indicates) was the victim of an unspeakable crime, but her vengeful ghost killed her murder in turn. Now she lingers on as a protector of the village children, who remember her in garbled stories and call on her from time to time in a form of prayer, providing her with the equivalent of an Ancestor Cult. Her name is Pale Kanya, and the adults never speak of her - although the PCs might feel her passing, in particular if they look like they might be a danger to the children.
For "political issues" we get "Police 'can't cope' as Vietnamese flood drugs trade". We will interpret this as "this village produces drugs" - and considering the region, they will have some large opium poppy fields, However, in a twist this is perfectly legal and accepted and a major source of business with the Guild. Another result is "Man petitions to marry comic book character". Since comic books are inappropriate for this region (unless the PCs introduce them, which is not beyond the realms of possibility. In my old campaign, one of the PCs started a chain of sushi restaurants!), I am interpreting this as "villager wants to marry a nonhuman". Since the village grows opium, let's make the nonhuman the field guardian (Core Rules, p. 512). We get a human female on the roll ("Impetuous Malai"), which means that the field guardian ("Green Papaver") is male - while the Tengese are fairly relaxed about who might take whom as a lover, they have very strict ideas about who should be partners in a marriage. Let's further assume that she managed to get pregnant and refuses to induce an abortion via maiden tea (which the villagers are worried might anger the spirit anyway) and also refuses to marry anyone else to "keep appearances" - she wants to marry Green Papaver and no one else. Green Papaver, meanwhile, viewed this as nothing else than an enjoyable diversion or possibly even a fertility rite - "sowing his seeds", and all that. If the PCs make friends among the villagers, they might be asked to help with sorting this mess out.
This being Exalted, forms of religious worship are very important to a community since the gods often live very closely. The most appropriate result from the generator is Animal Sacrifice - each of the village gods will get a small animal (such as cocks for Green Papaver) on their special days (which are a bit more frequent than the Immaculate Faith allows, but the monks only come rarely into this remote region). For a gruesome twist, children might even sacrifice mice and other small rodents to Pale Kanya, which join her as ghostly apparitions when she is angry!
While I could go on with the other categories of the Random Nations Generator, this should be enough for the time being - this is only one small village among many after all and only distinguished because it will be the first local settlement the PCs come across after they get out of the Emergence Cave. But it is worth considering how the villagers will react. Unless the PCs come from Southeast Asia, they won't be able to pass as natives - and to make matters worse, none of them will initially speak Flametongue! (Nobody took the charm "Strange Tongue Understanding"? That's too bad! However, if they are willing to spend the two weeks of training time in the village to purchase Flametongue as a one-dot merit, they have no problems learning it - this can be justified as "they knew it in a previous life, and they are Solars, anyway!") So the villagers will assume that they are weird foreigners at best, and likely Fair Folk infiltrators. They will threaten them with spears and arrows, but observant PCs should quickly realize that the villagers are more scared of them than vice versa - and since they have no clue what is going on, they should probably go with them until they can figure this place out. Once brought to the village, Fire-Salved Somsak will test them with a small splinter of cold iron to see if they are Fair Folk, and once they prove to be human everyone will relax considerably. The general attitude will be: "Okay, you are probably not inhuman monsters out to suck our blood, but you are still weird so we will be keeping an eye on you." The villagers won't treat them as prisoners as such - and provide them food and shelter - but there will always be one of the villagers around to keep an eye on them.
If the PCs start displaying obvious Anathema powers, things will get... complicated. The villagers will be even more scared, but Fire-Salved Somsak urges calm and possibly sends someone downriver to the Jade Plum Citadel to warn the Immaculates if they seem dangerous to the village. On the other hand, if the PCs seem more helpful than scary, he will consider how to best point them at the Fair Folk. Afterwards, he might even give them some pointers about how the Realm will see them - given that Fire-Salved Somsak has seen all sorts of strange stuff during his travels he is not necessarily inclined to take Immaculate propaganda at face value, although he will not take any unnecessary risks to either himself or the village.
All that's left to decide is the name of the village. In honor of its major product, I will call it Hundred Dreams Village.
After detailing Gankorou's Fair Folk freehold in my previous post, I should probably detail the village the Fair Folk are preying on. In my old campaign I didn't spend much time there - the villagers first ascertained that the PCs meant them no harm, then told them of their plight, and then the PCs went and fetched their dream-eaten kin, dumped them, and left the village and never returned.
That seems something of a waste, in particular since this village will be their first encounter with the local culture.
Once again using the Random Nations Generator, we get Magocracy as the government - rule by mages. Or a mage - and while a remote village like this probably doesn't have a full-fledged Exalted sorcerer (who could probably deal with Gankorou on their own), the new edition does have some rather nifty rules for mortal sorcerers. Looking at the list of sorcerous origins from the Core Rules, let's pick "Pact with an Ifrit Lord" (Core Rules, p. 467) - we will assume that the sorcerer wandered in the vast deserts to the East to attain initiation into the Terrestrial Circle. Among other things, that means that the sorcerer will always want to have a large fire nearby, and observant PCs will note that the village seems to have a rather large stockpile of firewood for being in a tropical climate (well, maybe subtropical - these are the High Lands of An-Teng).
Next, let's pick the gender. Looking back at my previous campaign, I suspect I too often went with a subconscious assumption of "most significant NPCs are male, with the exception of love interests". To prevent that from happening in the future, I will from now on determine the gender of NPCs randomly unless there is a good reason otherwise. For humans, this will be a 1d100 roll: 1-48 male, 49-96 female, and 97-100 "other" (this is Exalted, after all). For nonhumans, (non-ghost spirits, Fair Folk and the like), this will be a 1d6 roll: 1-2 male, 3-4 female, 5-6 other. For my sorcerer, I get a "37", which means he is male.
Now let's pick the name. In my old campaign, I frequently used Thai names which seemed authentic for the region. However, this had the disadvantage that none of my (German) players could remember them, and I too had frequently problems with them. On the other hand, the overly flowery names common in Exalted ("Midnight Pearl", "Ivory Cup") sound a bit silly to German ears. Thus, a compromise: I will use a flowery descriptor and a Thai name to create the full name of an NPC. For the sorcerer, let's name him "Fire-Salved Somsak" (the last part apparently means "Power of Worth" in Thai, which seems appropriate). Obviously, he is very concerned with the Fair Folk of the nearby freehold.
The village is hardly big enough for any significant organizations, but among the results provided by the Generator Rosicrucianism has potential. Let's say the sorcerer is - or at least claims to be - a member of a larger secret society which provides its initiates with "mystic knowledge" and makes them feel superior to all the uninitiated. Analogous to the Rose Cross, let's pick a flower theme for this group - the Red Orchid Society (not related to the Red Lotus Society - why do you ask?), with "red"="fire" being an appropriate association for the sorcerer's initiation. He is the ranking leader of the local society, of course, with various influential villagers being lower-ranking members. He might even have picked an apprentice among their children.
Among the "major personalities" we get Agnes of Rome, who was a Christian martyr who was executed because she refused to marry rich and powerful suitors (at the age of 12 or 13, mind you) and was denounced as a Christian as punishment. Before her execution, she was supposed to be raped by multiple men, but thanks to assorted miracles the rape was prevented (though the execution was not). Translating this into an Exalted story, let's say that a young child (a girl, as the random roll indicates) was the victim of an unspeakable crime, but her vengeful ghost killed her murder in turn. Now she lingers on as a protector of the village children, who remember her in garbled stories and call on her from time to time in a form of prayer, providing her with the equivalent of an Ancestor Cult. Her name is Pale Kanya, and the adults never speak of her - although the PCs might feel her passing, in particular if they look like they might be a danger to the children.
For "political issues" we get "Police 'can't cope' as Vietnamese flood drugs trade". We will interpret this as "this village produces drugs" - and considering the region, they will have some large opium poppy fields, However, in a twist this is perfectly legal and accepted and a major source of business with the Guild. Another result is "Man petitions to marry comic book character". Since comic books are inappropriate for this region (unless the PCs introduce them, which is not beyond the realms of possibility. In my old campaign, one of the PCs started a chain of sushi restaurants!), I am interpreting this as "villager wants to marry a nonhuman". Since the village grows opium, let's make the nonhuman the field guardian (Core Rules, p. 512). We get a human female on the roll ("Impetuous Malai"), which means that the field guardian ("Green Papaver") is male - while the Tengese are fairly relaxed about who might take whom as a lover, they have very strict ideas about who should be partners in a marriage. Let's further assume that she managed to get pregnant and refuses to induce an abortion via maiden tea (which the villagers are worried might anger the spirit anyway) and also refuses to marry anyone else to "keep appearances" - she wants to marry Green Papaver and no one else. Green Papaver, meanwhile, viewed this as nothing else than an enjoyable diversion or possibly even a fertility rite - "sowing his seeds", and all that. If the PCs make friends among the villagers, they might be asked to help with sorting this mess out.
This being Exalted, forms of religious worship are very important to a community since the gods often live very closely. The most appropriate result from the generator is Animal Sacrifice - each of the village gods will get a small animal (such as cocks for Green Papaver) on their special days (which are a bit more frequent than the Immaculate Faith allows, but the monks only come rarely into this remote region). For a gruesome twist, children might even sacrifice mice and other small rodents to Pale Kanya, which join her as ghostly apparitions when she is angry!
While I could go on with the other categories of the Random Nations Generator, this should be enough for the time being - this is only one small village among many after all and only distinguished because it will be the first local settlement the PCs come across after they get out of the Emergence Cave. But it is worth considering how the villagers will react. Unless the PCs come from Southeast Asia, they won't be able to pass as natives - and to make matters worse, none of them will initially speak Flametongue! (Nobody took the charm "Strange Tongue Understanding"? That's too bad! However, if they are willing to spend the two weeks of training time in the village to purchase Flametongue as a one-dot merit, they have no problems learning it - this can be justified as "they knew it in a previous life, and they are Solars, anyway!") So the villagers will assume that they are weird foreigners at best, and likely Fair Folk infiltrators. They will threaten them with spears and arrows, but observant PCs should quickly realize that the villagers are more scared of them than vice versa - and since they have no clue what is going on, they should probably go with them until they can figure this place out. Once brought to the village, Fire-Salved Somsak will test them with a small splinter of cold iron to see if they are Fair Folk, and once they prove to be human everyone will relax considerably. The general attitude will be: "Okay, you are probably not inhuman monsters out to suck our blood, but you are still weird so we will be keeping an eye on you." The villagers won't treat them as prisoners as such - and provide them food and shelter - but there will always be one of the villagers around to keep an eye on them.
If the PCs start displaying obvious Anathema powers, things will get... complicated. The villagers will be even more scared, but Fire-Salved Somsak urges calm and possibly sends someone downriver to the Jade Plum Citadel to warn the Immaculates if they seem dangerous to the village. On the other hand, if the PCs seem more helpful than scary, he will consider how to best point them at the Fair Folk. Afterwards, he might even give them some pointers about how the Realm will see them - given that Fire-Salved Somsak has seen all sorts of strange stuff during his travels he is not necessarily inclined to take Immaculate propaganda at face value, although he will not take any unnecessary risks to either himself or the village.
All that's left to decide is the name of the village. In honor of its major product, I will call it Hundred Dreams Village.
Sunday, August 16, 2015
[Exalted] Gankorou's Freehold
Ah, Gankorou - possibly my favorite NPC in my old Exalted campaign. A Fair Folk noble, he was the first major personality the PCs encountered as they ventured into Creation. He had abducted a number of villagers and dream-eaten then, and the PCs were sufficiently heroic that they demanded that they marched right into his Freehold, demanded that he handed them back and cease preying on the villagers.
Gankorou, of course, was delighted that a bunch of Solars were coming to visit him and quickly agreed to this, provided that one of them could defeat him in a duel. The Twilight accepted (they didn't have a Dawn Caste Solar at the time, and the Twilight was always the biggest twink in the group) and soundly defeated him. Then Gankorou - true to his work - handed his captives over and closed the doors of his Freehold after them. Then they discovered that the victims were dream-eaten, and what that meant.
Then, about two months later when the Night Caste was sneaking around the City of the Steel Lotus, she stumbled across Gankorou again - who was delighted to see her, and was very helpful all of a sudden. From there, he became a recurring NPC whose exploits included the following:
Gankorou, of course, was delighted that a bunch of Solars were coming to visit him and quickly agreed to this, provided that one of them could defeat him in a duel. The Twilight accepted (they didn't have a Dawn Caste Solar at the time, and the Twilight was always the biggest twink in the group) and soundly defeated him. Then Gankorou - true to his work - handed his captives over and closed the doors of his Freehold after them. Then they discovered that the victims were dream-eaten, and what that meant.
Then, about two months later when the Night Caste was sneaking around the City of the Steel Lotus, she stumbled across Gankorou again - who was delighted to see her, and was very helpful all of a sudden. From there, he became a recurring NPC whose exploits included the following:
- Tricking the PCs into allowing him to ravage the Temperance from every inhabitant of the Jade Plum Citadel.
- Schemed his way into marrying Princess Midnight Pearl of the Jade Plum Citadel (who had previously been the lover of the Zenith Caste and was pregnant with his child) and becoming the new ruler of the city.
- After being bound by lengthy Eclipse-enforced oaths into actually doing a good job in ruling the city, he committed suicide by sufficiently provoking the Night Caste during a government meeting into killing him while the Eclipse and the Twilight attempted to protect him. This subsequently pushed her into Limit Break and probably caused the biggest intra-party conflict in the entire campaign. It was the way he had wanted to go.
- He then got his posthumous revenge on the Night Caste by naming her his successor in his will, a post she absolutely didn't wanted because she was terrified about having to rule others, but which everyone else from the Golden Lord down agreed was a good idea.
The visual design of the character, the initial personality, and of course the name of the character were inspired by the Count from Gankutuou, an anime retelling of The Count of Monte Cristo.
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| This guy. |
Of course, the character evolved considerably from its origin throughout the campaign. And my version was not motivated out of a desire for the most fiendish revenge possible, but provoking the Solar protagonists for the Lulz - which is a rather typical stance for Fair Folk nobles. The trick, of course, is how to continue provoking Solars and living to enjoy the experience again and again - and, like the Count, Gankorou was very adept at seeming very helpful and friendly while he plotted to stab you in the back. It's a testament to his skill - and his entertainment value within the campaign - that he lasted as long as he did.
I had established that he feeds on Temperance, although I do no longer remember his original caste. Looking at the possible combinations in Graceful Wicked Masques, a Panjandrum (a Shadowed Diplomat who also feeds on Conviction) seems like the most appropriate - he was a proper little rules lawyer.
However, what he lacked in the original campaign is a proper entourage - he is the lord of a Freehold, after all - and I want to rectify that. From what I remember, his Freehold had the appearance of a crystal cave (let's make it a Level 2 Earth Demesne, which means that the cave complex is about 200 yards across). I also remember that he had blue hobgoblin hounds. But what else is in his lair? Let's consult my old favorite, the Random Nations Generator, to find out.
For government, we get Ethnocracy, meaning that one of the groups of Fair Folk living in the Freehold is lording it over the others - presumably with Gankorou's consent, who might style himself the Lord Protector of his Freehold, instead of the ruler. He might even arrange for semi-regular changes in who the current ruling faction is, for his own amusement. One of the factions are obviously the Hounds, but who are the others?
For organizations, we get the Skull and Bones society - so let's say that there is a group that serves actual skulls, claiming the skulls to be their honored ancestors. This is nonsense, of course - but the skulls say so too, and would you argue with a talking skull? We also get the Order of the Veiled Prophet, so there is another group of Fair Folk who wears veils all the time. They are not actually wearing veils in order to hide their faces - it's veils all the way down.
Among the major personalities, we get Agnes of Rome. Considering how the relics of Catholics were worshiped, the "Skull of Holy Agira" might be the center of worship for the local chapter of the Church of Balor - Agira being one of the Fair Folk who were allegedly killed during the crusade. She and some other skulls of "lesser" saints hold court in the local chapel. Another entry is Théodore Géricault - and an artist who is famous for painting pictures of human suffering and insanity is going to fit right in with a Fair Folk freehold. "Thericalt", then, is the leader of the Veiled Ones - whose purpose in life is Art, and who require a steady stream of human subjects for their Art.
Thus, the Veiled Ones are the "official" leaders of the Freehold (as opposed to the true leader, which is Gankorou). They oppress the other Commoner Rakshas, who find solace with Agira and the Church of Balor, and send out the Hounds in order to retrieve more art subjects. Both Agira and Thericalt are Commoners as well - albeit Heroic ones with more self-awareness than the others.
While a human settlement would deserve further details from the Random Nations Generator, this is probably enough for our purposes - after all, this is not a real settlement, just an facsimile of one that exists for Gankorou's entertainment. So all that remains to do is to place the cave on the map. Since I want it to be fairly close to the Emergence Cave and in the "natural" traveling direction of the PCs (that is, towards the Jade Plum Citadel), I will place it at <5,9>.
Wednesday, August 5, 2015
[Exalted] Emergence Cave
Let's begin with our exploration of An-Teng's High Lands! The obvious starting point is the cave where the player characters emerge into Creation.
This "cave" is actually the hidden place of one of the five component souls of Yaldabaoth - the one Primordial that "went missing" after the Primordial War and didn't reveal itself during the First Age (unlike the one that triggered the Aftershock War, as described in Dreams of the First Age). Each of the component souls is half in Creation and half on Earth - the Primordial couldn't transfer its entire Essence to Earth, since it would starve there, but this arrangement ensured it still received sufficient energy from the machine that is Creation while minimizing its actual presence there - thus protecting it from the searching eyes of the Solar host. Each of the component souls was "buried" in a different direction of Creation, and this is the Southern location.
And it would still be completely hidden, if not for the work of the Dowager of the Irreverent Vulgate in Unrent Veils - who discovered the Eastern component when it became part of a Shadowland and started meddling with it (turning it into the Well of Udr). This has poisoned Yaldabaoth, and now the component souls can be detected during the five days of Calibration - in this case, the tunnel has a vaguely "techno-organic" look to it. Naturally, the PCs will emerge on the very last day of Calibration, and only if they return during the next Calibration will they be able to learn anything of this place - if they think of it.
I suppose this is as good a place as any to discuss how the "laws of physics" of both Creation and Earth interact. The Exalted developers have stated that they are strongly different in their vision of the setting, which is why you can't just develop Earth technology in Creation. However, I want to take a different approach for this campaign, for consistency's sake - while Creation is an artificial construct within the Wyld, its laws are largely patterned after that of the physical universe - since that's where the Primordials originally came from. So yes, you probably could reinvent Earth technology in Creation - or bring such technology through a gate. Straightforward mechanical devices will fare better than complex electronics though, since everything inanimate that comes to Creation will attract a Small God in fairly short order - and that might have... interesting consequences for things like smart phones and the like. Creation-based artifacts, on the other hand, take the Small Gods into account.
On Earth, on the other hand, artifacts brought from Creation will work, since they bring their Small Gods with them - but creating them on Earth is more difficult, since there aren't any Small Gods around. Thus, you will need to substitute something for them - the Dowager uses human souls, of course, and she has been busy infiltrating the American military-industrial complex...
An added problem is that it is harder to respire Essence - after all, getting access to more Essence was the main reason why the Primordials shaped Creation in the first place! For the time being, I will assume that any beings which can respire Essence in Creation will recover it on Earth at half the normal rate. Heartstones will work normally, though - bring a few before heading there!
But back to the Emergence Cave. I was fairly vague about the location in my old campaign, but looking at the map I've decided to put it at <6,9>.
That's a fairly remote location, away from major settlements and the trade route to the Lap (which follows the river to the north that flows through <7,6>. It also has a clear path for the PCs to follow - they can just walk downriver until they reach the Jade Plum Citadel at <1,8>, where they will likely head so that they can learn more about this world. And on the way, I can place some showcase locations and encounters to emphasize how this world differs from Earth...
This "cave" is actually the hidden place of one of the five component souls of Yaldabaoth - the one Primordial that "went missing" after the Primordial War and didn't reveal itself during the First Age (unlike the one that triggered the Aftershock War, as described in Dreams of the First Age). Each of the component souls is half in Creation and half on Earth - the Primordial couldn't transfer its entire Essence to Earth, since it would starve there, but this arrangement ensured it still received sufficient energy from the machine that is Creation while minimizing its actual presence there - thus protecting it from the searching eyes of the Solar host. Each of the component souls was "buried" in a different direction of Creation, and this is the Southern location.
And it would still be completely hidden, if not for the work of the Dowager of the Irreverent Vulgate in Unrent Veils - who discovered the Eastern component when it became part of a Shadowland and started meddling with it (turning it into the Well of Udr). This has poisoned Yaldabaoth, and now the component souls can be detected during the five days of Calibration - in this case, the tunnel has a vaguely "techno-organic" look to it. Naturally, the PCs will emerge on the very last day of Calibration, and only if they return during the next Calibration will they be able to learn anything of this place - if they think of it.
I suppose this is as good a place as any to discuss how the "laws of physics" of both Creation and Earth interact. The Exalted developers have stated that they are strongly different in their vision of the setting, which is why you can't just develop Earth technology in Creation. However, I want to take a different approach for this campaign, for consistency's sake - while Creation is an artificial construct within the Wyld, its laws are largely patterned after that of the physical universe - since that's where the Primordials originally came from. So yes, you probably could reinvent Earth technology in Creation - or bring such technology through a gate. Straightforward mechanical devices will fare better than complex electronics though, since everything inanimate that comes to Creation will attract a Small God in fairly short order - and that might have... interesting consequences for things like smart phones and the like. Creation-based artifacts, on the other hand, take the Small Gods into account.
On Earth, on the other hand, artifacts brought from Creation will work, since they bring their Small Gods with them - but creating them on Earth is more difficult, since there aren't any Small Gods around. Thus, you will need to substitute something for them - the Dowager uses human souls, of course, and she has been busy infiltrating the American military-industrial complex...
An added problem is that it is harder to respire Essence - after all, getting access to more Essence was the main reason why the Primordials shaped Creation in the first place! For the time being, I will assume that any beings which can respire Essence in Creation will recover it on Earth at half the normal rate. Heartstones will work normally, though - bring a few before heading there!
But back to the Emergence Cave. I was fairly vague about the location in my old campaign, but looking at the map I've decided to put it at <6,9>.
That's a fairly remote location, away from major settlements and the trade route to the Lap (which follows the river to the north that flows through <7,6>. It also has a clear path for the PCs to follow - they can just walk downriver until they reach the Jade Plum Citadel at <1,8>, where they will likely head so that they can learn more about this world. And on the way, I can place some showcase locations and encounters to emphasize how this world differs from Earth...
Tuesday, August 4, 2015
[Exalted] Hexes over An-Teng
After establishing the basic premise of the Exalted campaign in the last post, let's get started on the actual sandbox! For this, we need to generate a hex map of the area that interests us. Which, for the purpose of this campaign, means An-Teng and its surrounding areas. There are many ways of doing this, but I will walk you through my approach.
First, you will need Inkscape, a free Open Source vector-based graphics program. Vector-based graphics software has the advantage that its images can be very easily scaled, which we will need. For further processing you will also need some bitmap-based graphics software. I generally use GIMP, since that's what I am used to, but these days I am also eyeing Krita, which has a better collection of virtual brushes. Both are also free Open Source products.
Next we need to decide on the map scale - the size of each individual hex. After some deliberation I've decided to go with 25 miles hexes (side to side) - a fairly large scale (I used 10 miles hexes in the Cold Frontier campaign), but as we will see later, that still gives us plenty of hexes to cover - and it fits the "Fives" theme of Exalted, too. And while I do want to encourage a sandbox approach in this campaign, the goal of an Exalted campaign cannot be to explore every last space on the map, so we should pick a map scale that makes each location at least moderately important.
Now we need both pre-existing setting maps and a hex grid that we can put on top of them. First, I started with the Exalted 3E map of Creation that is floating around the Internet - this is the best version I could find. Then I opened up the Layer menu in Inkscape ("Layer->Layers...") and created a new layer, giving the layer the name "Creation Map". I then loaded the map of Creation into this layer via "File->Import" and locked the layer (by clicking on the "lock" symbol) - this makes sure that the image doesn't get moved around or altered when I work on other stuff.
Then I copied the map of An-Teng from Compass of Terrestrial Directions IV: The South and imported it into a new layer (entitled "An-Teng Map"). Then, using the "Select and transform objects tool" (the black arrow thingie at the top of the tool menu) I moved this map around and scaled it until its coastline roughly matched up with the larger map of Creation (tip: press on "Ctrl" while scaling this image so that the ratio of the sides will remain the same). This way, we can use the scale and surrounding areas of the larger Creation map while still using the details from the smaller An-Teng map.
Next, we need a suitable hex grid which we can lay over the map. There are a number of different free hex grid generators available online - sadly, my favorite is currently offline, but I will just recycle the hex grid I used for my Cold Frontier campaign. It's in the SVG format, which is what Inkscape uses natively, and has 11x8 hexes on a single "page", which I found useful in my old campaign.
Now we need to scale it to a suitable size. The Creation map has a scale in the middle of the ocean, which allows us to determine what a distance of 500 miles represents - which is equal to 20 hexes in the hexgrid.
Thus, we import the hex grid into our Inkscape file - again using a new layer (entitled "Hex Scale"). Since the map scale is shown horizontally but the hex grid is aligned vertically, we first need to rotate the grid by 90 degrees (via "Object->Rotate 90° CW"). Then, since a single grid only has a length of 11 hexes, we copy and paste the grid and place the second one next to it, so that the two grids fit into each other precisely. Then we select both of the grid and scale and move them so that the 500 mile map scale is covered by exactly 20 hexes. The end result should look something like this:
Now the hex grid has the correct scale, and all we need to do is rotate it back (via "Object->Rotate 90° CCW") - then we can copy and paste it over all the places we are interested in (do that on a new layer, though - and lock the old layer to make sure you don't lose the scale). The end result could look something like this:
If you prefer drawing maps on paper, you could just print this out and draw the map anew on empty hex paper. However, personally I prefer to draw maps digitally - a halfway decent graphics program (and GIMP is entirely sufficient for this purpose) and a graphics tablet make this process a lot more fun in my opinion. While I use my Wacom Cintiq these days, a vastly cheaper Wacom Baboo tablet (which you can get for less than a hundred bucks) works as well.
For this process, select the single hex grid of the area you want to start with. Then go on "File->Export Bitmap...", and make sure that the "Selection" option is chosen. Pick a bitmap size you are comfortable with (I generally choose a height of 1000-1200 pixels for this purpose) and export it (it might be helpful later on if you also note the resolution - that is, the dpi value - as well).
Then open up the image with GIMP. This gives you a base background image you can paint over - but before we start painting, there is one important further step. Go on "File->Open as Layer" - and import the empty hex grid in SVG format. If you choose the same height for the hex grid as you have for your background image, then the new grid should appear exactly on top of the background grid.
Lock this new layer in the Layer menu of GIMP. From now on, no matter what you paint over the background image, the grid itself will remain.
How to draw maps is beyond the scope of this post - there are plenty of tutorials online you can look up - but the end result should be a hex map with the basic terrain features which you then can use for your further work.
And as a final note, you can even re-import this into your original Inkscape map and align it with its grid - this way, you can slowly piece a large map together by adding the regional maps you created.
But that's enough for map-making for the time being - now we need to fill it up with locations!
First, you will need Inkscape, a free Open Source vector-based graphics program. Vector-based graphics software has the advantage that its images can be very easily scaled, which we will need. For further processing you will also need some bitmap-based graphics software. I generally use GIMP, since that's what I am used to, but these days I am also eyeing Krita, which has a better collection of virtual brushes. Both are also free Open Source products.
Next we need to decide on the map scale - the size of each individual hex. After some deliberation I've decided to go with 25 miles hexes (side to side) - a fairly large scale (I used 10 miles hexes in the Cold Frontier campaign), but as we will see later, that still gives us plenty of hexes to cover - and it fits the "Fives" theme of Exalted, too. And while I do want to encourage a sandbox approach in this campaign, the goal of an Exalted campaign cannot be to explore every last space on the map, so we should pick a map scale that makes each location at least moderately important.
Now we need both pre-existing setting maps and a hex grid that we can put on top of them. First, I started with the Exalted 3E map of Creation that is floating around the Internet - this is the best version I could find. Then I opened up the Layer menu in Inkscape ("Layer->Layers...") and created a new layer, giving the layer the name "Creation Map". I then loaded the map of Creation into this layer via "File->Import" and locked the layer (by clicking on the "lock" symbol) - this makes sure that the image doesn't get moved around or altered when I work on other stuff.
Then I copied the map of An-Teng from Compass of Terrestrial Directions IV: The South and imported it into a new layer (entitled "An-Teng Map"). Then, using the "Select and transform objects tool" (the black arrow thingie at the top of the tool menu) I moved this map around and scaled it until its coastline roughly matched up with the larger map of Creation (tip: press on "Ctrl" while scaling this image so that the ratio of the sides will remain the same). This way, we can use the scale and surrounding areas of the larger Creation map while still using the details from the smaller An-Teng map.
Next, we need a suitable hex grid which we can lay over the map. There are a number of different free hex grid generators available online - sadly, my favorite is currently offline, but I will just recycle the hex grid I used for my Cold Frontier campaign. It's in the SVG format, which is what Inkscape uses natively, and has 11x8 hexes on a single "page", which I found useful in my old campaign.
Now we need to scale it to a suitable size. The Creation map has a scale in the middle of the ocean, which allows us to determine what a distance of 500 miles represents - which is equal to 20 hexes in the hexgrid.
Thus, we import the hex grid into our Inkscape file - again using a new layer (entitled "Hex Scale"). Since the map scale is shown horizontally but the hex grid is aligned vertically, we first need to rotate the grid by 90 degrees (via "Object->Rotate 90° CW"). Then, since a single grid only has a length of 11 hexes, we copy and paste the grid and place the second one next to it, so that the two grids fit into each other precisely. Then we select both of the grid and scale and move them so that the 500 mile map scale is covered by exactly 20 hexes. The end result should look something like this:
Now the hex grid has the correct scale, and all we need to do is rotate it back (via "Object->Rotate 90° CCW") - then we can copy and paste it over all the places we are interested in (do that on a new layer, though - and lock the old layer to make sure you don't lose the scale). The end result could look something like this:
If you prefer drawing maps on paper, you could just print this out and draw the map anew on empty hex paper. However, personally I prefer to draw maps digitally - a halfway decent graphics program (and GIMP is entirely sufficient for this purpose) and a graphics tablet make this process a lot more fun in my opinion. While I use my Wacom Cintiq these days, a vastly cheaper Wacom Baboo tablet (which you can get for less than a hundred bucks) works as well.
For this process, select the single hex grid of the area you want to start with. Then go on "File->Export Bitmap...", and make sure that the "Selection" option is chosen. Pick a bitmap size you are comfortable with (I generally choose a height of 1000-1200 pixels for this purpose) and export it (it might be helpful later on if you also note the resolution - that is, the dpi value - as well).
Then open up the image with GIMP. This gives you a base background image you can paint over - but before we start painting, there is one important further step. Go on "File->Open as Layer" - and import the empty hex grid in SVG format. If you choose the same height for the hex grid as you have for your background image, then the new grid should appear exactly on top of the background grid.
Lock this new layer in the Layer menu of GIMP. From now on, no matter what you paint over the background image, the grid itself will remain.
How to draw maps is beyond the scope of this post - there are plenty of tutorials online you can look up - but the end result should be a hex map with the basic terrain features which you then can use for your further work.
And as a final note, you can even re-import this into your original Inkscape map and align it with its grid - this way, you can slowly piece a large map together by adding the regional maps you created.
But that's enough for map-making for the time being - now we need to fill it up with locations!
Monday, August 3, 2015
[Exalted] There and Back Again - An Origin Story
A long time ago, in a city far away, I ran a long-running Exalted campaign that straddled the first and second edition of that game. It was a great campaign that taught me a lot about GMing, but it was not without its weaknesses. One problem were issues with the rule systems, which hopefully the 3rd Edition will fix. Another was that I was not always as prepared as I should have - and preparation is rather important for a game like Exalted, where the player characters are extraordinarily powerful and can do lots of unexpected things. Of course, "preparation" should not mean "creating railroad plots", since the PCs are likely to take the railroad, tie it to an arrow, and shoot it into the sun with their bow (and Exalted is one of the few games where this could happen literally). But a good sandbox-style preparation, with lots of things to do in many directions like I have done for my Cold Frontier campaign, would probably work very well.
But let us first discuss the "origin story" of the campaign. I was rather impressed by the anime series The Twelve Kingdoms, where - like in many other stories - a Japanese school girl is brought to a strange and fantastic world and slowly discovers that she has an important destiny there. However, unlike in many other such stories by the end of the first arc she decides against returning to her own world (which would have killed her in the long run anyway, though to her credit that is not a major consideration in her decision) and instead remain as the queen of a major kingdom. Much of the rest of the story is about how she tries to deal with her new role.
Thus, I decided that the PCs should likewise start out as people from modern-day Earth - who are then exalted as Solars and transported to Creation (the province of An-Teng, to be precise). And, at least initially, they are stuck there. But now they can explore a world full of injustices that will offend the sensibilities of the average member of a modern-day democratic society - and they also have the powers to actually do something about them. Which will, of course, get them into no end of trouble - but since "PCs getting into trouble" is what most role-playing game campaigns are all about, I don't see a downside.
Of course, I needed to come up with an explanation for how Creation and modern-day Earth could exist in the same setting. And this was the result:
The universe came into being. Energy congealed into matter, matter congealed into stars, and stars congealed into galaxies. Life flourished on countless worlds and winked out again. Civilizations flourished, only to be destroyed and forgotten.
And unseen from the physical universe there was another dimension that connected to every place at once. It had many names. Chaos. Hyperspace. Wyld. Many thinking beings accessed it and made use of its vast energies to travel to distant stars or create great works of magic. Yet this was never without risk, for the Wyld was populated by strange, chaotic beings both small and vast beyond comprehension – and woe to the astromancer who encountered one of the Great Unshaped in his journeys...
On one world, civilization reached such heights that its people attained immortality by transcending their formerly mortal bodies. Instead they formed new bodies, made equally out of physical and spiritual matter, and slowly the millions of individual souls congealed into vast mass minds with distinct personalities, taking on names such as Cecelyne, Authochton, or Ebon Dragon. In time, these beings would become known as the “Primordials”. They soon discovered that their new dual existence meant that they were constantly present in the Wyld, and constantly had to battle its entities – the beings eventually known as the Fair Folk, or Raksha – who regarded them as an irritant in their perfect Chaos. While the Fair Folk were no match for the Primordials, the latter soon grew weary of the constant fighting, and so set out to create a refuge – a place where the Fair Folk would not be able to go and fight them.
They thus created a vast realm of stability in the rolling Chaos of the Wyld. They formed five Elemental Poles – of Fire, Water, Air, Wood, and Earth – and set up the Laws of Nature that governed this new realm. Thus, Creation was born.
But they soon discovered that the Fair Folk, while unable to get far into Creation itself, would nonetheless continue to nibble at the edges and gradually erode this world’s stability. This was unacceptable. They thus created a large number of independent servitor spirits – entities later known as “gods” – and charged them with defending Creation. To provide them with an incentive to perform this task beyond mere survival, they made the gods dependent on the worship of mortal beings. The reasoning was sound – if the gods defended Creation well, then the mortals would prosper and multiply, and the gods would increase in power (though the Primordials put in safeguards to make sure the gods would never be able to attack them directly). Conversely, if the Fair Folk would be successful in their attempts to erode Creation, the amount of worship would decrease. This, the Primordials reasoned, would be sufficient incentive for the gods to do their job well.
Now the only thing missing was the mortal worshipers. The Primordials abducted thinking beings from a number of worlds, but the best candidates were a race of barely sapient hairless apes from a world that would eventually be called “Earth” by its inhabitants. They were a weak and feeble race, and obviously unable to pose much of a threat to anyone, least of all the Primordials. At the same time, they had a high fecundity and a strong disposition towards religious worship even on a world where there was no one to answer their prayers. So groups of humans were introduced to Creation (as well as a myriad of plants and animals to provide a suitable environment for them), and everything went as planned – under the tutelage of the gods, they expanded rapidly, and the borders of Creation even expanded somewhat as the gods raided into Fair Folk territory to provide more room for their followers! Highly satisfied with this state of affairs, the Primordials retreated to the celestial city of Yu-Shan and concentrated on refining arts and games incomprehensible to mortal beings to stave off boredom.
Of how the gods eventually grew jealous of their creators and created mortal champions to fight them, much has been said elsewhere, and it shall not be repeated here. But it shall be mentioned that while most of the Primordials either allied with the gods, were killed, or banished to the infernal realm of Malfeas, not all shared one of these fates. The Primordial known as Yaldabaoth was the one responsible for discovering the planet Earth and abducting many of its inhabitants to Creation – and in desperation, he set out to flee there. He faked his own death while in combat with the Exalted, and then split himself up into five component souls which tunnelled through the very fabric of Creation to Earth. The tunnel entrances were concealed with its mightiest magics to hide them from its Exalted pursuers.
The ruse worked. While some Exalted wondered that the fight against Yaldabaoth was easier against those against his fellows, the giddiness of victory overwhelmed all doubts – and since no one had heard about the Primordial ever since, any doubts about him eventually vanished entirely and the matter was forgotten. In the meantime, Yaldabaoth had been busy – remembering the betrayal of the gods and the humans, it wanted to make sure that no one on his new hideout was capable of defeating him again. To do this, he attacked and destroyed the most powerful centers of magical learning, which later gave rise to legends about the Wrath of the Gods and sunken continents such as Atlantis and Lemuria. He then merged with the planet itself, and reduced his Wyld presence as much as possible, leaving only a strong barrier between the Wyld and the physical world surrounding Earth – including him. While this effort protected him from the Fair Folk this imbalance also cost him most of his awareness – now he was only be able to exist in a half-slumbering state, barely aware of events elsewhere. But given that his enemies might have been able to track a fully aware and potent Primordial, he considered that to be a price he had to pay. This barrier also prevented most humans from accessing Wyld energies at all – only those who had learned to fully channel their essence were able to practice magic, and Yaldabaoth sent some of his component souls after those who did so too often. As a result, the true Arts and Sciences of magic all but died out on Earth or were relegated to the realm of superstition, and Yaldabaoth – who eventually only became known as the Demiurge by those few who were aware of him at all – slept and dreamed secure in the knowledge that he was finally safe from harm.
Millenia passed. In Creation, the Solar Exalted were betrayed and slaughtered. Creation suffered under the Great Contagion and dwindled under the onslaught of the Fair Folk. While their assault was stopped for some time by the intervention of the Scarlet Empress, the rise of the Deathlords meant that even worse was to come.
One of these Deathlords was the Dowager of the Irreverent Vulgate in Unrent Veils. When she created a Shadowland far in the East of Creation, she discovered one of the escape tunnels created long ago by Yaldabaoth, possibly because the concealment powers were weakened now that the tunnel entrance was out of synch with Creation. Naming it the Well of Udr, she studied its secrets, and eventually divined its purpose. Her early forays into Creation through the Well were short, since she was attacked by Yaldabaoth’s component souls whenever she used Essence (and she was unable to regenerate Essense on Earth), but she had some early successes – there were plagues rampant on Earth to which the inhabitants of Creation had never been exposed before, and after magically enhancing them she was able to create the Great Contagion to ravage Creation. Her Neverborn masters were pleased.
Her careful and systematic studies eventually allowed her to gain access to parts of the sleeping Primordial’s mind, and she gradually wrested his secrets from his mind, gaining vast knowledge of primordial sorceries. Recently she has learned how to protect her and her servants from the component souls, and currently she is infiltrating some of the nations of Earth with her servants. The astonishing technologies developed on Earth without the use of magic will give her a huge power base and enormous advantage over her fellow deathlords, and once she is able to control the planet entirely, she might even be able to usurp the power of the Primordial, thus breaking the bonds put on her by her Neverborn masters.
Her meddling has had some unforeseen side effects, however – the concealment of the other escape tunnels, or Wells, weakened and eventually vanished entirely. Still, there was and is so much Chaos among the powers of Creation that their appearance in remote regions was only noticed by few, and their nature became known to none – until recently.
One of the Wells was located in the jungles of the Southwest, and a circle of young Solars – freshly exalted after the Scarlet Empress vanished – discovered it and went off to explore it. However, they were ambushed and killed by an experienced Wyld Hunt group while within the well. This was duly reported in the Celestial Hierarchy and got no further comment from anyone except a few expressions of relief from members of the Sidereal Bronze Faction. However, when a member of the Gold Faction named Yabok reviewed the paperwork, he noticed something very disturbing: The Solar shards of the killed Solars had not reappeared in Lytek’s office for reassignment, and indeed seemed to have vanished entirely.
Worried, Yabok travelled to the known location of the Solars’ demise, and was astonished by the Well he found. After some examination and experimentation, he discovered that with a certain Celestial Circle spell allowed him to travel through the Well – and to a world different from anything he has known before...
He soon figured out that he should keep Essense expenditure to a minimum to avoid attracting strange spiritual entities – the component souls of Yaldabaoth. And though it took him some time to adjust to this new world with its strange cultures and languages, he eventually pierced the truth together – the Solar shards had been sucked through the Well and appeared on Earth! With no divine guidance, they had attached themselves to random people during a moment of personal greatness. He attempted to find those new Solars before they were killed by the component souls. The first few times he came too late, but eventually, he succeeded and either convinced them to come with him “to a place of safety” or overwhelmed them through force, for they were still very inexperienced and he was a master of the Martial Arts. He gathered them at the Earthside entrance of the Well and prepared the spell to send them through.
But thanks to her connection to Yaldabaoth, the Dowager had now learned of these intruders – and now she sent her own servants after Yekob as well. He finished the spell just in time, sent the Solars through, and turned to hold off their pursuers for long enough, intending to follow after them – but just before he left, he was killed by a surprise attack, and the spell ended. And now the new Solars are stranded in a strange new world with strange people and customs, with only their status as accidental Chosen of the Unconquered Sun and age-old memories not their own to help them.
For the first time ever there is a circle of Solars on the loose in Creation which is ungoverned by Fate. Will they use their knowledge of Earth to reshape Creation in a new image, or will their ignorance of the ways of Creation kill them? Will they forge new nations in Creation or will they desire to go home again – and if they do go home to Earth, what will they find there as the plans of the Dowager ripen?
What legends will be told of their deeds – on both Creation and Earth?"
But let us first discuss the "origin story" of the campaign. I was rather impressed by the anime series The Twelve Kingdoms, where - like in many other stories - a Japanese school girl is brought to a strange and fantastic world and slowly discovers that she has an important destiny there. However, unlike in many other such stories by the end of the first arc she decides against returning to her own world (which would have killed her in the long run anyway, though to her credit that is not a major consideration in her decision) and instead remain as the queen of a major kingdom. Much of the rest of the story is about how she tries to deal with her new role.
Thus, I decided that the PCs should likewise start out as people from modern-day Earth - who are then exalted as Solars and transported to Creation (the province of An-Teng, to be precise). And, at least initially, they are stuck there. But now they can explore a world full of injustices that will offend the sensibilities of the average member of a modern-day democratic society - and they also have the powers to actually do something about them. Which will, of course, get them into no end of trouble - but since "PCs getting into trouble" is what most role-playing game campaigns are all about, I don't see a downside.
Of course, I needed to come up with an explanation for how Creation and modern-day Earth could exist in the same setting. And this was the result:
The Origin Story
"In the beginning, there was light.The universe came into being. Energy congealed into matter, matter congealed into stars, and stars congealed into galaxies. Life flourished on countless worlds and winked out again. Civilizations flourished, only to be destroyed and forgotten.
And unseen from the physical universe there was another dimension that connected to every place at once. It had many names. Chaos. Hyperspace. Wyld. Many thinking beings accessed it and made use of its vast energies to travel to distant stars or create great works of magic. Yet this was never without risk, for the Wyld was populated by strange, chaotic beings both small and vast beyond comprehension – and woe to the astromancer who encountered one of the Great Unshaped in his journeys...
On one world, civilization reached such heights that its people attained immortality by transcending their formerly mortal bodies. Instead they formed new bodies, made equally out of physical and spiritual matter, and slowly the millions of individual souls congealed into vast mass minds with distinct personalities, taking on names such as Cecelyne, Authochton, or Ebon Dragon. In time, these beings would become known as the “Primordials”. They soon discovered that their new dual existence meant that they were constantly present in the Wyld, and constantly had to battle its entities – the beings eventually known as the Fair Folk, or Raksha – who regarded them as an irritant in their perfect Chaos. While the Fair Folk were no match for the Primordials, the latter soon grew weary of the constant fighting, and so set out to create a refuge – a place where the Fair Folk would not be able to go and fight them.
They thus created a vast realm of stability in the rolling Chaos of the Wyld. They formed five Elemental Poles – of Fire, Water, Air, Wood, and Earth – and set up the Laws of Nature that governed this new realm. Thus, Creation was born.
But they soon discovered that the Fair Folk, while unable to get far into Creation itself, would nonetheless continue to nibble at the edges and gradually erode this world’s stability. This was unacceptable. They thus created a large number of independent servitor spirits – entities later known as “gods” – and charged them with defending Creation. To provide them with an incentive to perform this task beyond mere survival, they made the gods dependent on the worship of mortal beings. The reasoning was sound – if the gods defended Creation well, then the mortals would prosper and multiply, and the gods would increase in power (though the Primordials put in safeguards to make sure the gods would never be able to attack them directly). Conversely, if the Fair Folk would be successful in their attempts to erode Creation, the amount of worship would decrease. This, the Primordials reasoned, would be sufficient incentive for the gods to do their job well.
Now the only thing missing was the mortal worshipers. The Primordials abducted thinking beings from a number of worlds, but the best candidates were a race of barely sapient hairless apes from a world that would eventually be called “Earth” by its inhabitants. They were a weak and feeble race, and obviously unable to pose much of a threat to anyone, least of all the Primordials. At the same time, they had a high fecundity and a strong disposition towards religious worship even on a world where there was no one to answer their prayers. So groups of humans were introduced to Creation (as well as a myriad of plants and animals to provide a suitable environment for them), and everything went as planned – under the tutelage of the gods, they expanded rapidly, and the borders of Creation even expanded somewhat as the gods raided into Fair Folk territory to provide more room for their followers! Highly satisfied with this state of affairs, the Primordials retreated to the celestial city of Yu-Shan and concentrated on refining arts and games incomprehensible to mortal beings to stave off boredom.
Of how the gods eventually grew jealous of their creators and created mortal champions to fight them, much has been said elsewhere, and it shall not be repeated here. But it shall be mentioned that while most of the Primordials either allied with the gods, were killed, or banished to the infernal realm of Malfeas, not all shared one of these fates. The Primordial known as Yaldabaoth was the one responsible for discovering the planet Earth and abducting many of its inhabitants to Creation – and in desperation, he set out to flee there. He faked his own death while in combat with the Exalted, and then split himself up into five component souls which tunnelled through the very fabric of Creation to Earth. The tunnel entrances were concealed with its mightiest magics to hide them from its Exalted pursuers.
The ruse worked. While some Exalted wondered that the fight against Yaldabaoth was easier against those against his fellows, the giddiness of victory overwhelmed all doubts – and since no one had heard about the Primordial ever since, any doubts about him eventually vanished entirely and the matter was forgotten. In the meantime, Yaldabaoth had been busy – remembering the betrayal of the gods and the humans, it wanted to make sure that no one on his new hideout was capable of defeating him again. To do this, he attacked and destroyed the most powerful centers of magical learning, which later gave rise to legends about the Wrath of the Gods and sunken continents such as Atlantis and Lemuria. He then merged with the planet itself, and reduced his Wyld presence as much as possible, leaving only a strong barrier between the Wyld and the physical world surrounding Earth – including him. While this effort protected him from the Fair Folk this imbalance also cost him most of his awareness – now he was only be able to exist in a half-slumbering state, barely aware of events elsewhere. But given that his enemies might have been able to track a fully aware and potent Primordial, he considered that to be a price he had to pay. This barrier also prevented most humans from accessing Wyld energies at all – only those who had learned to fully channel their essence were able to practice magic, and Yaldabaoth sent some of his component souls after those who did so too often. As a result, the true Arts and Sciences of magic all but died out on Earth or were relegated to the realm of superstition, and Yaldabaoth – who eventually only became known as the Demiurge by those few who were aware of him at all – slept and dreamed secure in the knowledge that he was finally safe from harm.
Millenia passed. In Creation, the Solar Exalted were betrayed and slaughtered. Creation suffered under the Great Contagion and dwindled under the onslaught of the Fair Folk. While their assault was stopped for some time by the intervention of the Scarlet Empress, the rise of the Deathlords meant that even worse was to come.
One of these Deathlords was the Dowager of the Irreverent Vulgate in Unrent Veils. When she created a Shadowland far in the East of Creation, she discovered one of the escape tunnels created long ago by Yaldabaoth, possibly because the concealment powers were weakened now that the tunnel entrance was out of synch with Creation. Naming it the Well of Udr, she studied its secrets, and eventually divined its purpose. Her early forays into Creation through the Well were short, since she was attacked by Yaldabaoth’s component souls whenever she used Essence (and she was unable to regenerate Essense on Earth), but she had some early successes – there were plagues rampant on Earth to which the inhabitants of Creation had never been exposed before, and after magically enhancing them she was able to create the Great Contagion to ravage Creation. Her Neverborn masters were pleased.
Her careful and systematic studies eventually allowed her to gain access to parts of the sleeping Primordial’s mind, and she gradually wrested his secrets from his mind, gaining vast knowledge of primordial sorceries. Recently she has learned how to protect her and her servants from the component souls, and currently she is infiltrating some of the nations of Earth with her servants. The astonishing technologies developed on Earth without the use of magic will give her a huge power base and enormous advantage over her fellow deathlords, and once she is able to control the planet entirely, she might even be able to usurp the power of the Primordial, thus breaking the bonds put on her by her Neverborn masters.
Her meddling has had some unforeseen side effects, however – the concealment of the other escape tunnels, or Wells, weakened and eventually vanished entirely. Still, there was and is so much Chaos among the powers of Creation that their appearance in remote regions was only noticed by few, and their nature became known to none – until recently.
One of the Wells was located in the jungles of the Southwest, and a circle of young Solars – freshly exalted after the Scarlet Empress vanished – discovered it and went off to explore it. However, they were ambushed and killed by an experienced Wyld Hunt group while within the well. This was duly reported in the Celestial Hierarchy and got no further comment from anyone except a few expressions of relief from members of the Sidereal Bronze Faction. However, when a member of the Gold Faction named Yabok reviewed the paperwork, he noticed something very disturbing: The Solar shards of the killed Solars had not reappeared in Lytek’s office for reassignment, and indeed seemed to have vanished entirely.
Worried, Yabok travelled to the known location of the Solars’ demise, and was astonished by the Well he found. After some examination and experimentation, he discovered that with a certain Celestial Circle spell allowed him to travel through the Well – and to a world different from anything he has known before...
He soon figured out that he should keep Essense expenditure to a minimum to avoid attracting strange spiritual entities – the component souls of Yaldabaoth. And though it took him some time to adjust to this new world with its strange cultures and languages, he eventually pierced the truth together – the Solar shards had been sucked through the Well and appeared on Earth! With no divine guidance, they had attached themselves to random people during a moment of personal greatness. He attempted to find those new Solars before they were killed by the component souls. The first few times he came too late, but eventually, he succeeded and either convinced them to come with him “to a place of safety” or overwhelmed them through force, for they were still very inexperienced and he was a master of the Martial Arts. He gathered them at the Earthside entrance of the Well and prepared the spell to send them through.
But thanks to her connection to Yaldabaoth, the Dowager had now learned of these intruders – and now she sent her own servants after Yekob as well. He finished the spell just in time, sent the Solars through, and turned to hold off their pursuers for long enough, intending to follow after them – but just before he left, he was killed by a surprise attack, and the spell ended. And now the new Solars are stranded in a strange new world with strange people and customs, with only their status as accidental Chosen of the Unconquered Sun and age-old memories not their own to help them.
For the first time ever there is a circle of Solars on the loose in Creation which is ungoverned by Fate. Will they use their knowledge of Earth to reshape Creation in a new image, or will their ignorance of the ways of Creation kill them? Will they forge new nations in Creation or will they desire to go home again – and if they do go home to Earth, what will they find there as the plans of the Dowager ripen?
What legends will be told of their deeds – on both Creation and Earth?"
And now...
I don't know if I will run Exalted 3E at any time in the next few years. But I didn't know I would be running my Cold Frontier campaign either when I started preparing it - but when the decision came, I was very glad indeed for all the prep work I had already done, since it helped me set up the campaign quickly. Therefore, I will give my old Exalted campaign a "do-over" and prepare it in the vein of a sandbox campaign. As long as I am not committed to running it, I won't be in a hurry to fill out all the blank spots on the map, since later publications for the new line (such as the new varieties of Exalted) could give me new ideas for stuff to put there. But it won't hurt to have lots of details already before I get to that point.
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