http://exalted.xi.co.nz/w/api.php?action=feedcontributions&user=FrivYeti&feedformat=atomExalted - Unofficial Wiki - User contributions [en]2024-03-29T15:05:58ZUser contributionsMediaWiki 1.29.0http://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEChargen&diff=87025FrivYeti/PCEChargen2011-09-20T01:34:25Z<p>FrivYeti: /* Fair Folk Nobles */</p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
Note: If a character pays double for a given Background, it means that they pay 2 Background or Bonus points for the first three dots, and 4 for the fourth or fifth. This doubling effect also applies after character creation, when characters must pay (Current Rating x4) to raise those Backgrounds with experience. This usually reflects extreme difficulty in gaining and maintaining such connections.<br />
<br />
== Character Creation: Solar Exalted ==<br />
<br />
Solar Exalted are created as follows:<br />
<br />
*Character Concept: As Usual<br />
*Attributes: 8/6/4<br />
*Abilities: 28 points, at least 10 in Caste and Favored Abilities<br />
*Backgrounds: 7 dots of Backgrounds <br />
** Solars purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Henchmen, Manse, Mentor, Reputation, Resources, Retainers, Savant<br />
** Solars pay double Background or Bonus points for the following Backgrounds: Liege, Whispers<br />
* Charms: 10 Charms, at least five of which must be Caste or Favored<br />
* Virtues: Solars begin play with 6 Virtue dots. No more than one Virtue may begin play with a rating of 1. No Virtue may begin over 4 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2<br />
* Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.<br />
<br />
== Character Creation: Lunar Exalted ==<br />
<br />
Lunar Exalted as created as follows:<br />
=== Casted Lunars ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: Choose two of your Caste Abilities as Caste, and then two more Attributes as Favored. Favored Attributes may not both be in the same Attribute group, but may be third Caste Attribute. 8/6/4 Attributes, plus one dot in any Caste or Favored Attribute.<br />
*Abilities: Choose one Favored Ability, plus Survival. 25 Ability dots. Must have Survival 2, and one combat Ability at 1. <br />
*Backgrounds: Silver Pact Lunars start with 9 dots of Backgrounds, plus one automatic dot in Heart's Blood. <br />
** Lunars purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Henchmen, Lunar Bond, Manse, Mentor, Reputation, Resources, Retainers, Savant<br />
** Lunars pay double Background or Bonus points for the following Backgrounds: Liege, Whispers<br />
* Charms: Pact Lunars begin play with 10 Charms, at least one of which must be a Knack.<br />
* Virtues: Lunars begin play with 5 Virtue dots. No Virtue may be purchased over 3 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2.<br />
* Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms cost 4 bonus points, Knacks cost 3 bonus points.<br />
<br />
=== Casteless Lunars ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: Choose two Favored Attributes. 8/6/4 Attributes.<br />
*Abilities: Choose one Favored Ability, plus Survival. 25 Ability dots.<br />
*Backgrounds: Casteless Lunars start with 7 Background dots. <br />
** Lunars purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Henchmen, Lunar Bond, Manse, Mentor, Reputation, Resources, Retainers, Savant, Taboo<br />
** Lunars pay double Background or Bonus points for the following Backgrounds: Liege, Whispers<br />
* Charms: Casteless Lunars begin play with 8 Charms<br />
* Virtues: Lunars begin play with 5 Virtue dots. No Virtue may be purchased over 3 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2.<br />
* Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms cost 4 bonus points, Knacks cost 3 bonus points.<br />
<br />
== Character Creation: Sidereal Exalted ==<br />
<br />
Sidereals are created as follows:<br />
<br />
=== Bureau Sidereals ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: 8/6/4<br />
*Abilities: 35 points. Use extensive Ability requirements from Manual of Exalted Power: Sidereals, with the following changes:<br />
** All Sidereals must have the Old Realm Linguistics specialty, and Integrity 1<br />
** Chosen of Serenity require Integrity 2 instead of Medicine 2<br />
*Backgrounds: 15 dots of Backgrounds <br />
** Sidereals purchase the following Backgrounds at normal cost: Allies, Aquaintances, Artifact, Backing, Connections, Familiar, Henchmen, Mentor, Savant<br />
** Sidereals who purchase Manse almost always must take a Manse located in Yu-Shan. Manses located in Creation cost one additional Background or bonus point. <br />
** Sidereals who purchase Resources gain the first dot for free, and do not pay double for the fourth dot. This is due to their Heavenly salaries<br />
** Sidereals pay double Background or Bonus points for the following Backgrounds: Cult, Followers, Liege, Reputation, Retainers, Whispers. In addition, many of these Backgrounds require the character to develop a resplendant destiny or assume a vague nature, due to Arcane Fate.<br />
* Charms: 12 Charms, at least six of which must be Caste or Favored<br />
* Colleges: 7 dots of colleges, at least four of which must be from her Maiden's House. <br />
* Virtues: Sidereals begin play with 5 Virtue dots.No Virtue may begin over 3 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2<br />
* Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms and Colleges cost 4 bonus points (3 if Favored), Martial Arts charms cost 3 bonus points.<br />
<br />
Astrology has its cost reduced for experience - (Current Rating x3) -1. <br />
<br />
=== Ronin Sidereals ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: 8/6/4<br />
*Abilities: 25 points. At least ten dots must be Caste or Favored.<br />
*Backgrounds: 7 dots of Backgrounds <br />
** Sidereals purchase the following Backgrounds at normal cost: Allies, Aquaintances, Artifact, Familiar, Henchmen, Mentor, Resources, Savant<br />
** Sidereals who purchase Manse must pay one additional Background or bonus point. <br />
** Sidereals pay double Background or Bonus points for the following Backgrounds: Backing, Connections, Cult, Followers, Liege, Reputation, Retainers, Whispers. In addition, many of these Backgrounds require the character to develop a resplendant destiny or assume a vague nature, due to Arcane Fate.<br />
* Charms: 8 Charms, at least four of which must be Caste or Favored<br />
* Colleges: None to start<br />
* Virtues: Sidereals begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2<br />
* Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms and Colleges cost 4 bonus points, Martial Arts charms cost 3 bonus points.<br />
<br />
== Character Creation: Terrestrial Exalted ==<br />
<br />
The Dragon-Blooded are created as follows:<br />
<br />
=== Dynastic Dragon-Bloods ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: 7/6/4<br />
*Abilities: 35 points, following the Dynastic requirements in Manual of Exalted Power: Dragon-Blooded<br />
*Backgrounds: 12 dots of Backgrounds <br />
** Dragon-Bloods purchase the following Backgrounds at normal cost: Allies, Backing, Breeding, Connections, Familiar, Followers, Henchmen, Mentor, Reputation, Resources, Retainers<br />
** Dragon-Bloods receive the following Backgrounds twice the first time they purchase them: Artifact, Manse<br />
** Dragon-Bloods pay double Background or Bonus points for the following Backgrounds: Cult, Liege, Savant, Whispers<br />
* Charms: 7 Charms, at least four of which must be Aspect or Favored. The two Immaculate initiation Charms may be purchased by spending three Charm slots; future Celestial Martial Arts at character creation are purchased normally.<br />
* Virtues: Dragon-Bloods begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2<br />
* Bonus Points: 15 bonus points, spent as usual. Essence costs 9 bonus points, Charms cost 4 bonus points if Favored, 5 if not favored or Celestial Martial Arts. <br />
<br />
=== Outcaste Dragon-Bloods ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: 7/6/4<br />
*Abilities: 25 points, of which ten must be caste or favored.<br />
*Backgrounds: 7 dots of Backgrounds <br />
** Dragon-Bloods purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Cult, Connections, Familiar, Followers, Henchmen, Manse, Mentor, Reputation, Resources, Retainers<br />
** Outcaste pay normal costs for the first two dots of Breeding, two points for the third dot, three for the forth, and four for the fifth.<br />
** Dragon-Bloods pay double Background or Bonus points for the following Backgrounds: Liege, Savant, Whispers<br />
* Charms: 7 Charms, at least four of which must be Aspect or Favored. The two Immaculate initiation Charms may be purchased by spending three Charm slots; future Celestial Martial Arts at character creation are purchased normally.<br />
* Virtues: Dragon-Bloods begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points. <br />
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2<br />
* Bonus Points: 15 bonus points, spent as usual. Essence costs 9 bonus points, Charms cost 4 bonus points if Favored, 5 if not favored or Celestial Martial Arts. <br />
<br />
== Character Creation: The Fair Folk ==<br />
<br />
Fair Folk characters are created as follows: <br />
<br />
=== Fair Folk Nobles ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: As Usual<br />
*Abilities: As Usual<br />
*Backgrounds: 10 dots of Backgrounds <br />
** Nobles purchase the following Backgrounds at normal cost: Allies, Backing, Birth, Cult, Familiar, Gossamer, Henchmen, Mentor, Reputation, Retainers, Style<br />
** Nobles who purchase the following Backgrounds may take normal Fair Folk commoners instead of normal mortals: Retainers<br />
** Nobles who purchase the Artifact background for the first time use the listing in the Fair Folk book. <br />
** Nobles pay double Background or Bonus points for the following Backgrounds: Connections, Followers, Liege, Resources<br />
* Charms: As Usual<br />
* Virtues and Graces: Characters begin with six dots of Virtues, and six dots of Graces. Minor Graces may not be raised past two dots at character creation. <br />
* Willpower and Essence: Fair Folk begin with Willpower 5 and Essence 2. <br />
* Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not. Willpower costs 2 points per dot, and Virtues cost 1 point per dot.<br />
<br />
=== Heroic Commoners ===<br />
<br />
*Character Concept: As Usual<br />
*Attributes: As Usual<br />
*Abilities: As Usual<br />
*Backgrounds: None <br />
** Heroic Commoners follow all the Background rules for nobles, except that they pay an extra bonus point for every Background over one dot, and cannot have Backgrounds at five dots. <br />
* Charms: Heroic commoners start with only six Charms, plus those gained from the Birth Background.<br />
* Virtues: As Usual <br />
* Willpower and Essence: As Usual<br />
* Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.<br />
<br />
=== Standard Commoners ===<br />
<br />
*Character Concept: As Usual For Commoners<br />
*Attributes: 9/6/4, with no automatic dots. <br />
*Abilities: Standard commoners have no Favored Abilities, and only get 20 Ability dots. They still receive a free dot in all Caste Attributes. <br />
*Backgrounds: None <br />
** Standard Commoners follow all the Background rules for nobles, except that they pay an extra bonus point for every Background over one dot, and cannot have Backgrounds at four dots or above. <br />
* Charms: Standard commoners start with only four Charms, plus those gained from the Birth Background. All must be from Heart or their Major Grace.<br />
* Virtues: Standard commoners start with five dots of Virtues. They may buy the Virtue associated with their Feeding Grace up to 4, and must buy it up to 3. <br />
* Willpower and Essence: Standard commoners have Willpower equal to their highest Virtue, Essence 1, and Heart 1. <br />
* Bonus Points: 10 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEFae&diff=87023FrivYeti/PCEFae2011-09-20T01:30:15Z<p>FrivYeti: /* General Revisions */</p>
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<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
== Fair Folk ==<br />
<br />
The twisted creations of the Wyld, the Fair Folk seek to enjoy Creation or to destroy it - either way, their actions tend to be unhealthy for the unfortunate mortals trapped in their machinations. A rare few seek to protect the world, but even they tend towards the bizarre and unknowable.<br />
<br />
=== General Revisions ===<br />
<br />
* Fair Folk are ageless, but the stasis of Creation has a way of getting into their natures. Like elementals, a Fair Folk's experience ratings are limited by their Essence rating. Fair Folk are limited to [Essence x250] XP, and must raise their Essence ratings to gain more experience.<br />
* No Fair Folk may have an Essence rating more than double her Heart rating. This means that non-heroic commoners are limited to Essence 2, while nobles can manage Essence 6-8. Only the Unshaped can surpass this, reaching a potential Essence 10. Note that Fair Folk absolutely do not require maximum Essence to raise their Heart, and many Unshaped are far lower than their potential.<br />
* Fair Folk commoners pay Current Rating x10 to increase their Essence, and buy Charms at 10 XP each. If a commoner becomes a noble, recalculate their experience totals for this things as though they had been nobles the entire time to determine maximum XP, but do not refund spent XP (for example, a commoner with Essence 4 and 4 Charms purchased has spent 90 XP, but counts as though she had spent 64 XP).<br />
* Gossamer objects designed after artifacts count as one level lower than their actual level when determining how many a Fair Folk can wear using the system's revised maximum artifact rules.<br />
* At the start of each story, characters' Gossamer pools reset to the numbers determined by their Gossamer Background. <br />
* A character who enters bedlam due to having a Grace destroyed can restore it only if a new Grace is forged for them, and if they take the usual actions required to escape bedlam. <br />
* Fair Folk calculate their Shaping health tracks as (Essence + Grace), rather than (Virtue + Grace). Shaping soak is equal to Attribute, rather than Attribute + Willpower.<br />
<br />
=== Equipment Revisions ===<br />
<br />
Fair Folk have their own Shaping weapons. These take up enough space that they're getting [[FrivYeti/PCEGossamer | their own page]].<br />
<br />
=== Charm Revisions ===<br />
<br />
All Charm revisions will wait until the release of <i>Graceful Wicked Masques</i>.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEGossamer&diff=86751FrivYeti/PCEGossamer2011-08-16T04:15:32Z<p>FrivYeti: Created page with 'Back to FrivYeti/PowerCeilingExalted ----- All shaping weapons require the character to have a certain Gossamer rating to own, and follow the usual rules for gossamer weapon…'</p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted]]<br />
-----<br />
<br />
All shaping weapons require the character to have a certain Gossamer rating to own, and follow the usual rules for gossamer weapons.<br />
<br />
== Cup-Shaping Weapons ==<br />
<br />
<pre><br />
|| Name ||Speed||Accuracy||Damage||Defense||Rate||Tags || Cost||<br />
|| Entanglement || 6 || +1 || +2 || +2 || 2 || N, E || - ||<br />
|| Figment || 5 || +2 || +2 || +1 || 2 || N || 1 ||<br />
|| Dream Harness || 6 || +1 || +7 || -- || 1 || E || 2 ||<br />
|| Heart Thorn || 5 || +2 || +5 || +0 || 2 || N || 2 ||<br />
|| Milieu || 5 || +1 || +7 || +0 || 3 || N || 3 ||<br />
</pre><br />
<br />
* Entanglement denotes a raksha's natural abilities to insinuate themselves into their targets' stories.<br />
* A figment is a form that catches in the thoughts and mind of those who see it, forcing them to interact with it.<br />
* A dream harness wraps around the user's soul, and enhances a raksha's natural entanglement attacks.<br />
* A heart thorn slips through the vunerable moments in a target's heart, catching their vunerabilities.<br />
* A milieu is a transformation of the entire area, giving it an emotional context and nature.<br />
<br />
== Ring-Shaping Weapons ==<br />
<br />
<pre><br />
|| Name ||Speed||Accuracy||Damage||Defense||Range || Rate||Tags || Cost||<br />
|| Raw Will || 5 || +0 || +3 || +0 || 0 || 2 || N || - ||<br />
|| Shaping Lens || 5 || +2 || +2 || +0 || 1 || 2 || - || 1 ||<br />
|| Cosmos Seed || 6 || +1 || +3 || +0 || 2 || 3 || - || 2 ||<br />
|| World Heart || 6 || +3 || +2 || +0 || 2 || 2 || - || 2 ||<br />
|| Dream Bow || 6 || +2 || +4 || +0 || 4 || 2 || P || 3 ||<br />
</pre><br />
<br />
* With raw will, a raksha simply tries to force the environment to turn on her foe.<br />
* A shaping lens focuses a raksha's will against their target.<br />
* Cosmos seeds work to reshape the world's natural laws.<br />
* World hearts work by creating environmental disasters and hazards.<br />
* Dream bows launch changes in nature over vast distances. <br />
<br />
== Staff-Shaping Weapons ==<br />
<br />
<pre><br />
|| Name ||Speed||Accuracy||Damage||Defense||Rate||Tags || Cost||<br />
|| Entanglement || 6 || +1 || +5 || +0 || 1 || N || - ||<br />
|| Society || 6 || +2 || +2 || +1 || 2 || N, E || - ||<br />
|| Commandment Lens || 5 || +1 || +4 || +0 || 2 || - || 1 ||<br />
|| Litany Bones || 5 || +1 || +4 || +1 || 3 || - || 2 ||<br />
|| Courtier's Caul || 5 || +0 || +4 || +3 || 2 || - || 2 ||<br />
|| Twisted Word Harness || 5 || +1 || +7 || +0 || 3 || - || 3 ||<br />
</pre><br />
<br />
== Sword-Shaping Weapons ==<br />
<br />
== Shaping Armor ==</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEFae&diff=86749FrivYeti/PCEFae2011-08-16T02:41:38Z<p>FrivYeti: /* Equipment Revisions */</p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
== Fair Folk ==<br />
<br />
The twisted creations of the Wyld, the Fair Folk seek to enjoy Creation or to destroy it - either way, their actions tend to be unhealthy for the unfortunate mortals trapped in their machinations. A rare few seek to protect the world, but even they tend towards the bizarre and unknowable.<br />
<br />
=== General Revisions ===<br />
<br />
* Fair Folk are ageless, but the stasis of Creation has a way of getting into their natures. Like elementals, a Fair Folk's experience ratings are limited by their Essence rating. Fair Folk are limited to [Essence x250] XP, and must raise their Essence ratings to gain more experience.<br />
* No Fair Folk may have an Essence rating more than double her Heart rating. This means that non-heroic commoners are limited to Essence 2, while nobles can manage Essence 6-8. Only the Unshaped can surpass this, reaching a potential Essence 10. Note that Fair Folk absolutely do not require maximum Essence to raise their Heart, and many Unshaped are far lower than their potential.<br />
* Fair Folk commoners pay Current Rating x10 to increase their Essence, and buy Charms at 10 XP each. If a commoner becomes a noble, recalculate their experience totals for this things as though they had been nobles the entire time to determine maximum XP, but do not refund spent XP (for example, a commoner with Essence 4 and 4 Charms purchased has spent 90 XP, but counts as though she had spent 64 XP).<br />
* Gossamer objects designed after artifacts count as one level lower than their actual level when determining how many a Fair Folk can wear using the system's revised maximum artifact rules.<br />
* At the start of each story, characters' Gossamer pools reset to the numbers determined by their Gossamer Background. <br />
* A character who enters bedlam due to having a Grace destroyed can restore it only if a new Grace is forged for them, and if they take the usual actions required to escape bedlam. <br />
* Fair Folk calculate their Shaping health tracks as (Essence + Grace), rather than (Virtue + Grace).<br />
<br />
=== Equipment Revisions ===<br />
<br />
Fair Folk have their own Shaping weapons. These take up enough space that they're getting [[FrivYeti/PCEGossamer | their own page]].<br />
<br />
=== Charm Revisions ===<br />
<br />
All Charm revisions will wait until the release of <i>Graceful Wicked Masques</i>.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PowerCeilingExalted&diff=86747FrivYeti/PowerCeilingExalted2011-08-16T02:41:17Z<p>FrivYeti: /* Miscellaneous Revisions */</p>
<hr />
<div>== Power Ceiling Exalted ==<br />
<br />
So, as many of you have endlessly heard, I have minor issues with certain aspects of Exalted. Perhaps it's just that my brain doesn't go all the way to 11, the way that Exalted is supposed to. It only goes to 10. I like 10. 10 is a comfortable number.<br />
<br />
Maybe, it's that the gulf between the weak and the powerful is something I always imagined as smaller, but as time went on it became clear that my imagination vis a vis Exalted was not, strictly speaking, lining up with the reality.<br />
<br />
The result of all of this is my new project: Power Ceiling Exalted. Power Ceiling Exalted, hereby referred to simply as PCE, has three simple goals:<br />
<br />
1) Make it so that starting characters remain as badass in my revisions as they are in the real game. <br><br />
2) Make it so that powerful characters (hereby defined generally as Essence 6+ folks) are significantly weaker in my revisions than in the real game. <br><br />
3) Make it so that the setting still makes sense (very important point).<br />
<br />
I recognize that this is not everyone's cup of tea, nor will I require you to drink it. That said, if you approve of my goals, or at least consider them interesting, I encourage you to post comments below, as to whether you think the changes I am making support or undermine these goals. Thanks!<br />
<br />
== The Revisions ==<br />
<br />
=== House Rules ===<br />
<br />
Power Ceiling Exalted uses a variety of house rules, mostly ones designed in early runs through the Exalted 2e ruleset. They are as follows:<br />
<br />
* [[FrivYeti/ArtifactCreation2e|Artifact Creation]]<br />
* [[FrivYeti/PCECharms|Charm Rules]]<br />
* [[FrivYeti/ExperienceGrowth|Experience Growth]]<br />
* [[FrivYeti/PCEGeneralRules|General Rules]]<br />
* [[FrivYeti/MassCombat|Mass Combat (Still Under Revision)]]<br />
* [[FrivYeti/SizeRevision|Size Modifiers]]<br />
* [[FrivYeti/StrengthRevision|Strength Ratings]]<br />
<br />
=== Trait Revisions ===<br />
<br />
* [[FrivYeti/PCEBackgrounds|Backgrounds]]<br />
* [[FrivYeti/ComboRules|Combo Construction]]<br />
* [[FrivYeti/PCEMandF|Merits And Flaws]]<br />
* [[FrivYeti/Virtues|Virtue Expansions]]<br />
<br />
* [[FrivYeti/PCEChargen|Character Creation]]<br />
<br />
=== Exalt Revisions ===<br />
<br />
Many of the revisions to different Exalt types will be very similar or the same, but they still get their own pages.<br />
<br />
*[[FrivYeti/PCESolarExalts|Solar Exalt Revisions]]<br />
*[[FrivYeti/PCELunarExalts|Lunar Exalt Revisions]]<br />
*[[FrivYeti/PCESiderealExalts|Sidereal Exalt Revisions]]<br />
*[[FrivYeti/PCETerrestrialExalts|Terrestrial Exalt Revisions]]<br />
*[[FrivYeti/PCEAbyssalExalts|Abyssal Exalt Revisions]]<br />
<br />
*[[FrivYeti/PCEElderCharmsExalts|Exalted Elder Charm Examples]]<br />
<br />
=== Other Essence-User Revisions ===<br />
<br />
The other major forces of Creation are also restricted or altered, to prevent them from running roughshod over the Exalted.<br />
<br />
*[[FrivYeti/PCEGods|Godly and Elemental Revisions]]<br />
*[[FrivYeti/PCEDemons|Demon Revisions]]<br />
*[[FrivYeti/PCEGhosts|Ghostly and Deathlord Revisions]]<br />
*[[FrivYeti/PCEFae|Fair Folk Revisions]]<br />
*[[FrivYeti/PCEDragonKings|Dragon King Revisions]]<br />
*[[FrivYeti/PCEMountainFolk|Mountain Folk Revisions]]<br />
*[[FrivYeti/MortalEssence|Mortal Essence-User Revisions]]<br />
*[[FrivYeti/PCEGodBloods|God-Blooded Revisions]]<br />
<br />
=== The Martial Arts ===<br />
<br />
Martial Arts revisions do not include the Hero Styles (including Violet Bier of Sorrows), which are found in their respective Exalt Charm sections.<br />
<br />
*[[FrivYeti/PCETMA|Terrestrial Martial Arts]]<br />
*[[FrivYeti/PCECMA|Celestial Martial Arts]]<br />
*[[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
<br />
=== Setting Revisions ===<br />
<br />
There aren't very many setting revisions to Power Ceiling; that's not the goal. A few such revisions do, however, exist - mostly in the realm of frequency of supernatural beings, and to make the general quietude of the Lunar Exalted make more sense.<br />
<br />
*[[LoreOneExalted/AllCatchingPrison|The Jade Prison]] explains that there aren't as many Lunars around before 764 as you would think.<br />
*[[FrivYeti/PCECelestialBureacracy|The Celestial Bureaucracy]] is a lot smaller.<br />
*[[FrivYeti/PCETerrestrialBureaucracy|The Terrestrial Bureaucracy]] might also have shrunk.<br />
<br />
=== Miscellaneous Revisions ===<br />
<br />
A few other forces need to get toned down in little ways, with the same ultimate purpose.<br />
<br />
*[[FrivYeti/2eWeaponsRevised|Mundane Weapon and Armor Revisions]]<br />
*[[FrivYeti/2eArtifactWeapons|Artifact Weapon and Armor Revisions]]<br />
*[[FrivYeti/PCEGossamer|Shaping Weapon and Armor Revisions]]<br />
*[[FrivYeti/PCEArtifacts|Artifact and Hearthstone Rule Revisions]]<br />
*[[FrivYeti/PCESpecificMagics|Specific Magical Object Revisions]]</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEFae&diff=86745FrivYeti/PCEFae2011-08-16T02:40:28Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
== Fair Folk ==<br />
<br />
The twisted creations of the Wyld, the Fair Folk seek to enjoy Creation or to destroy it - either way, their actions tend to be unhealthy for the unfortunate mortals trapped in their machinations. A rare few seek to protect the world, but even they tend towards the bizarre and unknowable.<br />
<br />
=== General Revisions ===<br />
<br />
* Fair Folk are ageless, but the stasis of Creation has a way of getting into their natures. Like elementals, a Fair Folk's experience ratings are limited by their Essence rating. Fair Folk are limited to [Essence x250] XP, and must raise their Essence ratings to gain more experience.<br />
* No Fair Folk may have an Essence rating more than double her Heart rating. This means that non-heroic commoners are limited to Essence 2, while nobles can manage Essence 6-8. Only the Unshaped can surpass this, reaching a potential Essence 10. Note that Fair Folk absolutely do not require maximum Essence to raise their Heart, and many Unshaped are far lower than their potential.<br />
* Fair Folk commoners pay Current Rating x10 to increase their Essence, and buy Charms at 10 XP each. If a commoner becomes a noble, recalculate their experience totals for this things as though they had been nobles the entire time to determine maximum XP, but do not refund spent XP (for example, a commoner with Essence 4 and 4 Charms purchased has spent 90 XP, but counts as though she had spent 64 XP).<br />
* Gossamer objects designed after artifacts count as one level lower than their actual level when determining how many a Fair Folk can wear using the system's revised maximum artifact rules.<br />
* At the start of each story, characters' Gossamer pools reset to the numbers determined by their Gossamer Background. <br />
* A character who enters bedlam due to having a Grace destroyed can restore it only if a new Grace is forged for them, and if they take the usual actions required to escape bedlam. <br />
* Fair Folk calculate their Shaping health tracks as (Essence + Grace), rather than (Virtue + Grace).<br />
<br />
=== Equipment Revisions ===<br />
<br />
Fair Folk have their own Shaping weapons. These take up enough space that they're getting [[PCE/FairFolkEquipment | their own page]].<br />
<br />
=== Charm Revisions ===<br />
<br />
All Charm revisions will wait until the release of <i>Graceful Wicked Masques</i>.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEGodBloods&diff=86645FrivYeti/PCEGodBloods2011-07-29T18:57:46Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
Children of the many supernatural races of Creation, the God-Blooded are mortal at heart, but can grasp many of the basic fragments of magical power, giving them a leg up over their fellow mortals.<br />
<br />
=== Inheritance ===<br />
<br />
Inheritance functions extremely differently from in Scroll of Heroes. It is a Background that may be purchased as normal for Backgrounds, and provides no extra bonus points or experience. Instead, each dot indicates a higher degree of supernatural blood and talent, as follows:<br />
<br />
* 0 - A character with almost no magical blood in her veins. These characters may purchase god-blooded mutations that do not require Awakened Essence, but only with bonus points from their God-Blooded Flaws. They may purchase up to 5 pts of God-Blooded Flaws. They must purchase Essence merits as mortals, and can never learn Charms of their parents. They do not receive the starting powers of their type.<br />
* 00 - A character with a moderately powerful supernatural parent (the most common degree of Inheritance). These god-blooded begin with their type's Heritage Power, and may purchase any God-Blooded mutations, including Awakened Essence, with any bonus points they have. In addition, they may purchase up to (Essence x2) Essence 1 Charms with bonus points or experience, provided they have Awakened Essence. They may not raise their Essence past 3 with bonus points or experience. They may purchase up to 10 pts of God-Blooded Flaws.<br />
* 000 - A character with two supernatural parents, or one powerful parent. This behaves as Inheritance 00, except that the character may purchase any number of Essence 1 Charms, and up to (Essence x2) Essence 2 Charms once she reaches Essence 2. She may purchase up to 15 pts of God-Blooded Flaws.<br />
* 0000 - A character with a truly mighty parent, or two strong supernatural parents. This behaves as Inheritance 000, except that the character may purchase any number of Essence 2 Charms, and up to (Essence x2) Essence 3 Charms once she reaches Essence 3. She may raise her Essence up to 4, and may purchase up to 20 pts of God-Blooded Flaws.<br />
* 00000 - A character with two powerful supernatural parents. This behaves as Inheritance 0000, except that the character may purchase any number of Essence 3 Charms. She may raise her Essence up to 5, and may purchase up to 25 pts of God-Blooded Flaws.<br />
* Legendary - Reserved for the rarest of characters, those with powerful supernatural parents and a lot of luck. This behaves as Inheritance 000000, except that the character may raise her Essence up to 6, and may purchase any number of Essence 4 Charms once she reaches Essence 6. She may purchase any number of god-blooded Flaws.<br />
<br />
==== Determining Inheritance ====<br />
<br />
Determining a new child's Inheritance rating is done according to the following chart. Note that, for all purposes, Exalts are considered to have Essence ratings one dot lower than usual for the purposes of this Chart - the power of the Exaltation was never meant to pass through the blood. In addition, an Exalt who is not at least Essence 4 is considered to be a mortal for the purpose of this Chart.<br />
* First, determine which parent is more powerful. The parent with the higher Essence rating is alwasy the stronger parent. In the case of a tie, the stronger parent is as follows: Solar > Lunar > Sidereal > Terrestrial > God > Demon > Elemental > Ghost > Fair Folk <br />
* For every dot of Essence possessed by the stronger supernatural parent, roll one die. Set aside the number of successes.<br />
* If the second parent is an Essence-user, roll one die for every three dots of Essence possessed by that parent(round up). Set aside these successes.<br />
* Compare successes. The child's Inheritance type is that of the parent with more successes. Her Inheritance rating is based on the number of successes rolled, as follows:<br />
** If no successes are rolled, the child is totally mortal.<br />
** If one success is rolled, the child has Inheritance 1.<br />
** If two or three successes are rolled, the child has Inheritance 2.<br />
** If four or five successes are rolled, the child has Inheritance 3.<br />
** If six or seven successes are rolled, the character has Inheritance 4.<br />
** If eight to ten successes are rolled, the character has Inheritance 5.<br />
** If eleven or more successes are rolled, the character has Legendary Inheritance.<br />
<br />
A character may never have a higher Inheritance rating than her stronger parent's (Essence -1). Legendary Inheritance requires either one Essence 10 parent, or two parents with a combined Essence score of 15.<br />
<br />
=== General Alterations ===<br />
<br />
* Terrestrial half-caste exist. They are not very common, due to mainly being the children of old Dragon-Bloods who don't have a lot of children, and who mostly have kids who Exalt anyway. <br />
* When Dragon-Bloods have children with other supernaturals, the child does not almost always Exalt. Instead, when determining their chances to Exalt, treat the Terrestrial parent as both parents for the purpose of modifiers.<br />
* Any form of half-caste can Exalt as any type of Exalt, provided that they did not have Awakened Essence. <br />
* God-Blooded do not automatically channel Essence. They must purchase a special God-Blooded Mutation in order to do so. <br />
* God-Bloods: The God-Blooded Heritage power does not allow them to spend Willpower to recover motes. God-Bloods with Awakened Essence add their (Essence) to their Peripheral pools.<br />
* Demon-Bloods: Demon-Bloods respire Essence normally. They cannot automatically survive Malfeas, although this is a common mutation. God-Bloods with Awakened Essence add their (Essence) to their Peripheral pools.<br />
* Ghost-Bloods: Ghost-Bloods cannot regain Essence by drinking blood. They respire Essence naturally. Ghost-Bloods with Awakened Essence respire Essence in the Underworld as well as in Creation.<br />
* Fae-Blooded: Fae-Blooded cannot automatically feed on emotions. They respire Essence naturally in Creation.<br />
* Half-Caste: Half-Caste gain the usual Attribute bonus.<br />
* No god-blood may purchase any Permanent Charm that provides them with additional motes or health levels.<br />
<br />
=== Awakened Essence ===<br />
<br />
Awakened Essence is a four-point Merit that can be purchased by any god-blood, regardless of type. It allows the character to raise her Essence above 1, as defined by her Inheritance rating, and to respire Essence and attune to artifacts and manses as though she were an Exalt. Awakened Essence may only be purchased at character creation.<br />
<br />
An awakened character has a Personal Essence Pool of (Essence + Willpower) motes, and a Peripheral pool of (Essence x4 + Willpower) motes. They follow the mortal Essence pool rules, but with their animas reflecting a pale fragment of their parent's nature.<br />
<br />
All god-bloods with Awakened Essence purchase spirit Charms. Each character purchases Charms that align thematically with the nature of her parent (for example, a child of a Sidereal would purcahse spirit Charms realted to fate and diviniation, and with restrictions based on her nature.) Purchased Charms cost 12 XP apiece, and follow the limits laid down by the character's Inheritance rating. God-bloods increase their Essence at a cost of (Current Rating x12) XP. <br />
<br />
As a general setting rule, only about one in ten Inheritance 2 God-Bloods have Awakened Essence, along with about one in three Inheritance 3 God-Bloods, three out of four Inheritance 4 God-Bloods, and nearly all Inheritance 5 God-Bloods. Since most god-bloods are Inheritance 1-3, very few overall have Essence powers.<br />
<br />
=== Altered Mutations ===<br />
<br />
* Dynastic Inheritance: This mutation provides half the Inheritance rating of the parent, not half the bonus points. It never provides automatic Awakened Essence, although it does not bar it, either.<br />
* Beast Speak: This power allows speech with only one type of animal (birds, lizards, canines, etc.) As a Blight, it allows speech with all animals. <br />
* Breed True: This power causes all mutations that the character has that are not Essence-fueled to breed true. Descendants are not considered god-bloods, however, but natural mutants. Awakened Essence, obviously, never Breeds True. <br />
* Material Resonance: This mutation requires the Awakened Essence mutation.<br />
* God-Blooded Prodigy: This mutation is unnecessary given that the Merit exists.<br />
* Immortality: This mutation is restricted to god-bloods whose parents are immortal, and who have Inheritance 5 or higher.<br />
* Essence Abundance: This mutation is removed; god-bloods do not get more motes.<br />
* Supernatural Fortitude: This mutation provides a -2 health level as a Blight, and a -1 health level as an Abomination. It may be purchased up to (Essence) times. <br />
* Crippled Essence: This mutation is removed.<br />
<br />
=== New Mutations ===<br />
<br />
* Malfean Physiology (Affliction, Demon-Blooded Only): The character's demon blood is strong within her. She can survive Malfeas naturally, as though she were a demon.<br />
* The Taste of Blood (Affliction, Ghost-Blooded Only): The character's ghostly nature is growing stronger. She can respire Essence by drinking blood, as ghosts do.<br />
* Ravishing The Created Form (Affliction, Fae-Blooded Only): The character has some of the endless hunger of the fae. She automatically learns the Fair Folk Charm of the same name. If the character has no Graces, she automatically opens one Feeding Grace when she develops this Mutation.<br />
* Banquet of Crumbs (Affliction, Fae-Blooded Only): The character has some of the endless hunger of the fae. She automatically learns the Fair Folk Charm of the same name, even if she does not meet its prerequisites. If the character has no Graces, she automatically opens one Feeding Grace when she develops this Mutation.<br />
* Finding the Spirit's Shape (Abomination, Half-Caste Lunars Only): The character possesses a spirit shape, a totem that she can transform into. The character chooses any animal that would be a valid totem for a Lunar, and may shapeshift into it as a reflexive action costing 1 mote. <br />
* Poor Essence Respiration (Debility, Fae-Blood, Ghost-Blood or Half-Caste Abyssal only): The character cannot respire Essence in Creation. Instead, she can only respire Essence in the locations that her parents are limited to. <br />
<br />
=== Exaltation and the God-Blooded ===<br />
<br />
Exalts may be god-bloods - this is uncommon, but possible. In most situations, children of gods simply do not Exalt, but they are capable of the heroism or dedication that Exaltations seek. Scholars of the First Age theorized that the competing Essence flows with such children drew the distaste of Exaltations, and were empowered only when no other option was available, but as testing this would have required the repeated butchery of Celestial Exalts, the theory remains unproven.<br />
<br />
To reflect this, Exalts may purchase the Inheritance Background normally. An Exalt who purchases two or more dots of Inheritance loses a single Charm to reflect her initial difficulties adapting her altered Essence to her new state, but gains the Heritage powers of her god-blooded type. An Exalt may purchase the Awakened Essence mutation, in which case she may purchase Charms of her parent's type under the rules for god-bloods doing so, at the experience costs for god-bloods doing so. Eclipse Caste characters who are also god-bloods may use Charms purchased as god-bloods as prerequisites for Charms purchased as Eclipses. <br />
<br />
In general, however, this is a subpar option for Exalts. Heritage powers are slightly weaker than most Exalted Charm effects, and the Background cost for Inheritance provides no actual benefits, only the opportunity to spend more bonus points. Players should be made aware that they will be trading some of their starting power for a bit of versatility. <br />
<br />
On the other hand, Exaltation is a funny thing, especially when rival Essence flows are concerned. Sometimes, Exaltation will wipe nearly all traces of Inheritance out of a god-blood's system. In such cases, the character may take a few Merits and Flaws to represent their heritage, and does not actually need to purchase Inheritance if they are not gaining a mechanical benefit from it.<br />
<br />
Any type of god-blood may Exalt as any type of Exalt, even if they had Awakened Essence.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEGodBloods&diff=86643FrivYeti/PCEGodBloods2011-07-29T18:32:45Z<p>FrivYeti: /* Exaltation and the God-Blooded */</p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
Children of the many supernatural races of Creation, the God-Blooded are mortal at heart, but can grasp many of the basic fragments of magical power, giving them a leg up over their fellow mortals.<br />
<br />
=== Inheritance ===<br />
<br />
Inheritance functions extremely differently from in Scroll of Heroes. It is a Background that may be purchased as normal for Backgrounds, and provides no extra bonus points or experience. Instead, each dot indicates a higher degree of supernatural blood and talent, as follows:<br />
<br />
* 0 - A character with almost no magical blood in her veins. These characters may purchase god-blooded mutations that do not require Awakened Essence, but only with bonus points from their God-Blooded Flaws. They may purchase up to 5 pts of God-Blooded Flaws. They must purchase Essence merits as mortals, and can never learn Charms of their parents. They do not receive the starting powers of their type.<br />
* 00 - A character with a moderately powerful supernatural parent (the most common degree of Inheritance). These god-blooded begin with their type's Heritage Power, and may purchase any God-Blooded mutations, including Awakened Essence, with any bonus points they have. In addition, they may purchase up to (Essence x2) Essence 1 Charms with bonus points or experience, provided they have Awakened Essence. They may not raise their Essence past 3 with bonus points or experience. They may purchase up to 10 pts of God-Blooded Flaws.<br />
* 000 - A character with two supernatural parents, or one powerful parent. This behaves as Inheritance 00, except that the character may purchase any number of Essence 1 Charms, and up to (Essence x2) Essence 2 Charms once she reaches Essence 2. She may purchase up to 15 pts of God-Blooded Flaws.<br />
* 0000 - A character with a truly mighty parent, or two strong supernatural parents. This behaves as Inheritance 000, except that the character may purchase any number of Essence 2 Charms, and up to (Essence x2) Essence 3 Charms once she reaches Essence 3. She may raise her Essence up to 4, and may purchase up to 20 pts of God-Blooded Flaws.<br />
* 00000 - A character with two powerful supernatural parents. This behaves as Inheritance 0000, except that the character may purchase any number of Essence 3 Charms. She may raise her Essence up to 5, and may purchase up to 20 pts of God-Blooded Flaws.<br />
<br />
=== General Alterations ===<br />
<br />
* Terrestrial half-caste exist. They are not very common, due to mainly being the children of old Dragon-Bloods who don't have a lot of children, and who mostly have kids who Exalt anyway. <br />
* When Dragon-Bloods have children with other supernaturals, the child does not almost always Exalt. Instead, when determining their chances to Exalt, treat the Terrestrial parent as both parents for the purpose of modifiers.<br />
* Any form of half-caste can Exalt as any type of Exalt, provided that they did not have Awakened Essence. <br />
* God-Blooded do not automatically channel Essence. They must purchase a special God-Blooded Mutation in order to do so. <br />
* God-Bloods: The God-Blooded Heritage power does not allow them to spend Willpower to recover motes. God-Bloods with Awakened Essence add their (Essence) to their Peripheral pools.<br />
* Demon-Bloods: Demon-Bloods respire Essence normally. They cannot automatically survive Malfeas, although this is a common mutation. God-Bloods with Awakened Essence add their (Essence) to their Peripheral pools.<br />
* Ghost-Bloods: Ghost-Bloods cannot regain Essence by drinking blood. They respire Essence naturally. Ghost-Bloods with Awakened Essence respire Essence in the Underworld as well as in Creation.<br />
* Fae-Blooded: Fae-Blooded cannot automatically feed on emotions. They respire Essence naturally in Creation.<br />
* Half-Caste: Half-Caste gain the usual Attribute bonus.<br />
* No god-blood may purchase any Permanent Charm that provides them with additional motes or health levels.<br />
<br />
=== Awakened Essence ===<br />
<br />
Awakened Essence is a four-point Merit that can be purchased by any god-blood, regardless of type. It allows the character to raise her Essence above 1, as defined by her Inheritance rating, and to respire Essence and attune to artifacts and manses as though she were an Exalt. Awakened Essence may only be purchased at character creation.<br />
<br />
An awakened character has a Personal Essence Pool of (Essence + Willpower) motes, and a Peripheral pool of (Essence x4 + Willpower) motes. They follow the mortal Essence pool rules, but with their animas reflecting a pale fragment of their parent's nature.<br />
<br />
All god-bloods with Awakened Essence purchase spirit Charms. Each character purchases Charms that align thematically with the nature of her parent (for example, a child of a Sidereal would purcahse spirit Charms realted to fate and diviniation, and with restrictions based on her nature.) Purchased Charms cost 12 XP apiece, and follow the limits laid down by the character's Inheritance rating. God-bloods increase their Essence at a cost of (Current Rating x12) XP. <br />
<br />
As a general setting rule, only about one in ten Inheritance 2 God-Bloods have Awakened Essence, along with about one in three Inheritance 3 God-Bloods, three out of four Inheritance 4 God-Bloods, and nearly all Inheritance 5 God-Bloods. Since most god-bloods are Inheritance 1-3, very few overall have Essence powers.<br />
<br />
=== Altered Mutations ===<br />
<br />
* Dynastic Inheritance: This mutation provides half the Inheritance rating of the parent, not half the bonus points. It never provides automatic Awakened Essence, although it does not bar it, either.<br />
* Beast Speak: This power allows speech with only one type of animal (birds, lizards, canines, etc.) As a Blight, it allows speech with all animals. <br />
* Breed True: This power causes all mutations that the character has that are not Essence-fueled to breed true. Descendants are not considered god-bloods, however, but natural mutants. Awakened Essence, obviously, never Breeds True. <br />
* Material Resonance: This mutation requires the Awakened Essence mutation.<br />
* God-Blooded Prodigy: This mutation is unnecessary given that the Merit exists.<br />
* Immortality: This mutation is restricted to god-bloods whose parents are immortal, and who have Inheritance 5 or higher.<br />
* Essence Abundance: This mutation is removed; god-bloods do not get more motes.<br />
* Supernatural Fortitude: This mutation provides a -2 health level as a Blight, and a -1 health level as an Abomination. It may be purchased up to (Essence) times. <br />
* Crippled Essence: This mutation is removed.<br />
<br />
=== New Mutations ===<br />
<br />
* Malfean Physiology (Affliction, Demon-Blooded Only): The character's demon blood is strong within her. She can survive Malfeas naturally, as though she were a demon.<br />
* The Taste of Blood (Affliction, Ghost-Blooded Only): The character's ghostly nature is growing stronger. She can respire Essence by drinking blood, as ghosts do.<br />
* Ravishing The Created Form (Affliction, Fae-Blooded Only): The character has some of the endless hunger of the fae. She automatically learns the Fair Folk Charm of the same name. If the character has no Graces, she automatically opens one Feeding Grace when she develops this Mutation.<br />
* Banquet of Crumbs (Affliction, Fae-Blooded Only): The character has some of the endless hunger of the fae. She automatically learns the Fair Folk Charm of the same name, even if she does not meet its prerequisites. If the character has no Graces, she automatically opens one Feeding Grace when she develops this Mutation.<br />
* Finding the Spirit's Shape (Abomination, Half-Caste Lunars Only): The character possesses a spirit shape, a totem that she can transform into. The character chooses any animal that would be a valid totem for a Lunar, and may shapeshift into it as a reflexive action costing 1 mote. <br />
* Poor Essence Respiration (Debility, Fae-Blood, Ghost-Blood or Half-Caste Abyssal only): The character cannot respire Essence in Creation. Instead, she can only respire Essence in the locations that her parents are limited to. <br />
<br />
=== Exaltation and the God-Blooded ===<br />
<br />
Exalts may be god-bloods - this is uncommon, but possible. In most situations, children of gods simply do not Exalt, but they are capable of the heroism or dedication that Exaltations seek. Scholars of the First Age theorized that the competing Essence flows with such children drew the distaste of Exaltations, and were empowered only when no other option was available, but as testing this would have required the repeated butchery of Celestial Exalts, the theory remains unproven.<br />
<br />
To reflect this, Exalts may purchase the Inheritance Background normally. An Exalt who purchases two or more dots of Inheritance loses a single Charm to reflect her initial difficulties adapting her altered Essence to her new state, but gains the Heritage powers of her god-blooded type. An Exalt may purchase the Awakened Essence mutation, in which case she may purchase Charms of her parent's type under the rules for god-bloods doing so, at the experience costs for god-bloods doing so. Eclipse Caste characters who are also god-bloods may use Charms purchased as god-bloods as prerequisites for Charms purchased as Eclipses. <br />
<br />
In general, however, this is a subpar option for Exalts. Heritage powers are slightly weaker than most Exalted Charm effects, and the Background cost for Inheritance provides no actual benefits, only the opportunity to spend more bonus points. Players should be made aware that they will be trading some of their starting power for a bit of versatility. <br />
<br />
On the other hand, Exaltation is a funny thing, especially when rival Essence flows are concerned. Sometimes, Exaltation will wipe nearly all traces of Inheritance out of a god-blood's system. In such cases, the character may take a few Merits and Flaws to represent their heritage, and does not actually need to purchase Inheritance if they are not gaining a mechanical benefit from it.<br />
<br />
Any type of god-blood may Exalt as any type of Exalt, even if they had Awakened Essence.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEGodBloods&diff=86641FrivYeti/PCEGodBloods2011-07-29T18:27:55Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
Children of the many supernatural races of Creation, the God-Blooded are mortal at heart, but can grasp many of the basic fragments of magical power, giving them a leg up over their fellow mortals.<br />
<br />
=== Inheritance ===<br />
<br />
Inheritance functions extremely differently from in Scroll of Heroes. It is a Background that may be purchased as normal for Backgrounds, and provides no extra bonus points or experience. Instead, each dot indicates a higher degree of supernatural blood and talent, as follows:<br />
<br />
* 0 - A character with almost no magical blood in her veins. These characters may purchase god-blooded mutations that do not require Awakened Essence, but only with bonus points from their God-Blooded Flaws. They may purchase up to 5 pts of God-Blooded Flaws. They must purchase Essence merits as mortals, and can never learn Charms of their parents. They do not receive the starting powers of their type.<br />
* 00 - A character with a moderately powerful supernatural parent (the most common degree of Inheritance). These god-blooded begin with their type's Heritage Power, and may purchase any God-Blooded mutations, including Awakened Essence, with any bonus points they have. In addition, they may purchase up to (Essence x2) Essence 1 Charms with bonus points or experience, provided they have Awakened Essence. They may not raise their Essence past 3 with bonus points or experience. They may purchase up to 10 pts of God-Blooded Flaws.<br />
* 000 - A character with two supernatural parents, or one powerful parent. This behaves as Inheritance 00, except that the character may purchase any number of Essence 1 Charms, and up to (Essence x2) Essence 2 Charms once she reaches Essence 2. She may purchase up to 15 pts of God-Blooded Flaws.<br />
* 0000 - A character with a truly mighty parent, or two strong supernatural parents. This behaves as Inheritance 000, except that the character may purchase any number of Essence 2 Charms, and up to (Essence x2) Essence 3 Charms once she reaches Essence 3. She may raise her Essence up to 4, and may purchase up to 20 pts of God-Blooded Flaws.<br />
* 00000 - A character with two powerful supernatural parents. This behaves as Inheritance 0000, except that the character may purchase any number of Essence 3 Charms. She may raise her Essence up to 5, and may purchase up to 20 pts of God-Blooded Flaws.<br />
<br />
=== General Alterations ===<br />
<br />
* Terrestrial half-caste exist. They are not very common, due to mainly being the children of old Dragon-Bloods who don't have a lot of children, and who mostly have kids who Exalt anyway. <br />
* When Dragon-Bloods have children with other supernaturals, the child does not almost always Exalt. Instead, when determining their chances to Exalt, treat the Terrestrial parent as both parents for the purpose of modifiers.<br />
* Any form of half-caste can Exalt as any type of Exalt, provided that they did not have Awakened Essence. <br />
* God-Blooded do not automatically channel Essence. They must purchase a special God-Blooded Mutation in order to do so. <br />
* God-Bloods: The God-Blooded Heritage power does not allow them to spend Willpower to recover motes. God-Bloods with Awakened Essence add their (Essence) to their Peripheral pools.<br />
* Demon-Bloods: Demon-Bloods respire Essence normally. They cannot automatically survive Malfeas, although this is a common mutation. God-Bloods with Awakened Essence add their (Essence) to their Peripheral pools.<br />
* Ghost-Bloods: Ghost-Bloods cannot regain Essence by drinking blood. They respire Essence naturally. Ghost-Bloods with Awakened Essence respire Essence in the Underworld as well as in Creation.<br />
* Fae-Blooded: Fae-Blooded cannot automatically feed on emotions. They respire Essence naturally in Creation.<br />
* Half-Caste: Half-Caste gain the usual Attribute bonus.<br />
* No god-blood may purchase any Permanent Charm that provides them with additional motes or health levels.<br />
<br />
=== Awakened Essence ===<br />
<br />
Awakened Essence is a four-point Merit that can be purchased by any god-blood, regardless of type. It allows the character to raise her Essence above 1, as defined by her Inheritance rating, and to respire Essence and attune to artifacts and manses as though she were an Exalt. Awakened Essence may only be purchased at character creation.<br />
<br />
An awakened character has a Personal Essence Pool of (Essence + Willpower) motes, and a Peripheral pool of (Essence x4 + Willpower) motes. They follow the mortal Essence pool rules, but with their animas reflecting a pale fragment of their parent's nature.<br />
<br />
All god-bloods with Awakened Essence purchase spirit Charms. Each character purchases Charms that align thematically with the nature of her parent (for example, a child of a Sidereal would purcahse spirit Charms realted to fate and diviniation, and with restrictions based on her nature.) Purchased Charms cost 12 XP apiece, and follow the limits laid down by the character's Inheritance rating. God-bloods increase their Essence at a cost of (Current Rating x12) XP. <br />
<br />
As a general setting rule, only about one in ten Inheritance 2 God-Bloods have Awakened Essence, along with about one in three Inheritance 3 God-Bloods, three out of four Inheritance 4 God-Bloods, and nearly all Inheritance 5 God-Bloods. Since most god-bloods are Inheritance 1-3, very few overall have Essence powers.<br />
<br />
=== Altered Mutations ===<br />
<br />
* Dynastic Inheritance: This mutation provides half the Inheritance rating of the parent, not half the bonus points. It never provides automatic Awakened Essence, although it does not bar it, either.<br />
* Beast Speak: This power allows speech with only one type of animal (birds, lizards, canines, etc.) As a Blight, it allows speech with all animals. <br />
* Breed True: This power causes all mutations that the character has that are not Essence-fueled to breed true. Descendants are not considered god-bloods, however, but natural mutants. Awakened Essence, obviously, never Breeds True. <br />
* Material Resonance: This mutation requires the Awakened Essence mutation.<br />
* God-Blooded Prodigy: This mutation is unnecessary given that the Merit exists.<br />
* Immortality: This mutation is restricted to god-bloods whose parents are immortal, and who have Inheritance 5 or higher.<br />
* Essence Abundance: This mutation is removed; god-bloods do not get more motes.<br />
* Supernatural Fortitude: This mutation provides a -2 health level as a Blight, and a -1 health level as an Abomination. It may be purchased up to (Essence) times. <br />
* Crippled Essence: This mutation is removed.<br />
<br />
=== New Mutations ===<br />
<br />
* Malfean Physiology (Affliction, Demon-Blooded Only): The character's demon blood is strong within her. She can survive Malfeas naturally, as though she were a demon.<br />
* The Taste of Blood (Affliction, Ghost-Blooded Only): The character's ghostly nature is growing stronger. She can respire Essence by drinking blood, as ghosts do.<br />
* Ravishing The Created Form (Affliction, Fae-Blooded Only): The character has some of the endless hunger of the fae. She automatically learns the Fair Folk Charm of the same name. If the character has no Graces, she automatically opens one Feeding Grace when she develops this Mutation.<br />
* Banquet of Crumbs (Affliction, Fae-Blooded Only): The character has some of the endless hunger of the fae. She automatically learns the Fair Folk Charm of the same name, even if she does not meet its prerequisites. If the character has no Graces, she automatically opens one Feeding Grace when she develops this Mutation.<br />
* Finding the Spirit's Shape (Abomination, Half-Caste Lunars Only): The character possesses a spirit shape, a totem that she can transform into. The character chooses any animal that would be a valid totem for a Lunar, and may shapeshift into it as a reflexive action costing 1 mote. <br />
* Poor Essence Respiration (Debility, Fae-Blood, Ghost-Blood or Half-Caste Abyssal only): The character cannot respire Essence in Creation. Instead, she can only respire Essence in the locations that her parents are limited to. <br />
<br />
=== Exaltation and the God-Blooded ===<br />
<br />
Exalts may be god-bloods - this is uncommon, but possible. In most situations, children of gods simply do not Exalt, but they are capable of the heroism or dedication that Exaltations seek.<br />
<br />
To reflect this, Exalts may purchase the Inheritance Background normally. An Exalt who purchases two or more dots of Inheritance loses a single Charm to reflect her initial difficulties adapting her altered Essence to her new state, but gains the Heritage powers of her god-blooded type. An Exalt may purchase the Awakened Essence mutation, in which case she may purchase Charms of her parent's type under the rules for god-bloods doing so, at the experience costs for god-bloods doing so. Eclipse Caste characters who are also god-bloods may use Charms purchased as god-bloods as prerequisites for Charms purchased as Eclipses. <br />
<br />
In general, however, this is a subpar option for Exalts. Heritage powers are slightly weaker than most Exalted Charm effects, and the Background cost for Inheritance provides no actual benefits, only the opportunity to spend more bonus points. Players should be made aware that they will be trading some of their starting power for a bit of versatility. <br />
<br />
On the other hand, Exaltation is a funny thing, especially when rival Essence flows are concerned. Sometimes, Exaltation will wipe nearly all traces of Inheritance out of a god-blood's system. In such cases, the character may take a few Merits and Flaws to represent their heritage, and does not actually need to purchase Inheritance if they are not gaining a mechanical benefit from it.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/MortalEssence&diff=86639FrivYeti/MortalEssence2011-07-29T18:12:53Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Rules|Rules]]<br />
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<br />
== Enlightened Mortals ==<br />
<br />
Most mortals in Creation have no inherent access to Essence. Their souls are small things when compared to those of other beings, and they cannot manipulate the fabric of creation in the ways required of those who would wield magical might. However, through a variety of means, some mortals reach above their station. They learn to work the magic of the world, in a variety of small ways. These people are essence channelers - thaumaturges, god-bloods, martial artists and priests. Their magic holds the fabric of the Second Age together, where greater powers cannot be bothered to tread.<br />
<br />
Mortals can awaken their Essence in a variety of ways. The most common involve direct blessings from gods or Exalts, which grant immediate use of the Awakened Essence merit (which usually have an alternate cost instead of putting the mortal into experience debt). Other methods include powerful geomancy and spending many years aligning oneself with Creation's flows in order to unlock Essence.<br />
<br />
Once unlocked, mortals increase their Essence at a cost of (Current Rating x15) experience and a training time of (Current Rating x Months). Mortals who complete a Motivation successfully may raise Essence without training as usual. Mortals may not raise their Essence scores past 3 by any means; supernatural beings who do so generally use powers that transform characters so that they are no longer mortals.<br />
<br />
=== Essence Pools and Anima Banners ===<br />
<br />
Mortals, like Exalts, have Personal and Peripheral Essence pools. A mortal's Essence pools are drawn from their connection to the world, their strength of purpose, and their reserves of will. A mortal's Personal Essence pool is equal to her (Essence + Highest Virtue). Her Peripheral Essence is equal to her [(Essence x4) + Willpower]. <br />
<br />
Mortals recover Essence very slowly by nature. Mortals recover 1 mote of Essence per hour of rest, and may not attune to manses or artifacts.<br />
<br />
Mortals' anima banners are wispy, pale auras, with a vague white hue that is barely visible. A mortal who spends 1-7 motes of peripheral Essence is surrounded by a wispy flicker for the scene; noticing it requires success on a Perception + Awareness roll at standard difficulty. Spending 8-15 motes strengthens the glow to be visible even to those who are not paying attention; such a glow applies a +1 difficulty to all Stealth rolls. Finally, on any tick in which a mortal spends enough Essence to reach the 16+ range, her anima briefly burns brightly, rendering mundane stealth impossible at that moment and being visible for several hundred feet. At the end of the tick, this drops back down to the 8-15 range.<br />
<br />
=== Mortal Excellencies and Available Charms ===<br />
<br />
Mortals who unlock their Essences have access to three paths to power. The first path are Terrestrial Martial Arts; mortals can learn these potent abilities, provided that they have a Martial Arts score of 4 or better. Each Charm on a Martial Arts tree costs 15 experience, regardless of whether or not the character favours Martial Arts. The second path is sorcery; a few mortals learn Terrestrial Circle Sorcery. This requires the character to have Occult 4 and Essence 3, and costs 15 experience to initiate, plus 15 experience per spell. Characters may not learn spells that summon and compel demons or elementals; they do not have the Mandate of Heaven required to do so.<br />
<br />
Mortals also have access to Excellencies. They may purchase these Charms at a cost of 12 experience each, but only for Abilities that the mortal favours. Mortals have only two Excellencies, as follows:<br />
<br />
<b><i>Mortal (Ability) Excellency</i></b><br />
<b>Cost</b>: 2 motes per die, <b>Mins:</b> (Ability) 3, Essence 1, <b>Type: Reflexive (Steps 1 or 2)</b><br />
<b>Keywords:</b> None<br />
<b>Duration</b>: Instant<br />
<b>Prerequisites:</b> None<br />
Even mortals can increase the power of their skills. The mortal purchases bonus dice on any roll for this Ability in which she stunts. No more dice may be purchased than the number of dice on the stunt (before reduction due to the character being mortal). Every two motes spent purchases one die.<br />
<br />
<b><i>Mortal (Ability) Supremacy</i></b> <br />
<b>Cost</b>: 5 motes, <b>Mins:</b> (Ability) 5, Essence 3, <b>Type: Reflexive (Steps 3 or 4)</b><br />
<b>Keywords:</b> None<br />
<b>Duration</b>: Instant<br />
<b>Prerequisites:</b> Mortal (Ability) Excellency<br />
Creation favours the bold. When the character stunts on a roll, she may activate this Charm after her Ability roll is completed in order to reroll. The second roll must be applied; the character may not apply the better of the two rolls.<br />
<br />
Exalts may also purchase these Charms at the cost of their own Excellencies, but they almost never bother; they are simply weaker than even a Dragon-Blood's equivalent.<br />
<br />
=== Mortal Essence Merits ===<br />
<br />
<b><i>Awakened Essence</b></i><br />
<b>Cost:</b> 5 pts (15 XP)<br />
The character opens her Essence chakras. She may use all of the rules above, and purchase mortal Excellencies, Sorcery, and Martial Arts (provided she meets the requirements). She may buy her Essence up to 2.<br />
<br />
<b><i>Essence Flow Recovery</b></i><br />
<b>Prerequisites:</b> Awakened Essence, Essence 2<br />
<b>Cost:</b> 3 pts (9 XP)<br />
The character learns to master her Essence flows more effectively. She now recovers 1 mote per hour of light activity, and 2 motes per hour of rest. She may also raise her Essence up to 3.<br />
<br />
<b><i>Essence Mastery</b></i><br />
<b>Prerequisites:</b> Essence Flow Recovery, Essence 3<br />
<b>Cost:</b> 3 pts (9 XP)<br />
The character finishes her journey, fully unlocking her Essence. She now recovers 1 mote per hour, 2 motes per hour of light activity, and 4 motes per hour of rest. If the character also possesses the Essence Attunement Merit, she recovers +1 mote/hour from hearthstones, and +2 motes/hour from Manses.<br />
<br />
<b><i>Essence Attunement</b></i><br />
<b>Prerequisites:</b> Awakened Essence<br />
<b>Cost:</b> 4 pts (12 XP)<br />
The character learns to attune to artifacts and Manses as though she were an Exalt, in part. She may not attune to artifacts with a rating higher than (her Essence +1), and she must spend double motes to harmonize with all five Magical Material types - which she can only do with artifacts of a rating equal to her Essence or lower. She may also wear a Hearthstone to recover (its rating) in motes every hour, or may recover (Manse Level x2) motes per hour resting in the Manse. The character may only use one Hearthstone at a time; she may attune to others, but must spend a Willpower and a miscellaneous action to change which Hearthstone she is gaining the benefits of.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/MortalEssence&diff=86637FrivYeti/MortalEssence2011-07-29T18:07:43Z<p>FrivYeti: /* Essence Pools and Anima Banners */</p>
<hr />
<div>Back to [[FrivYeti/Rules|Rules]]<br />
-----<br />
<br />
== Enlightened Mortals ==<br />
<br />
Most mortals in Creation have no inherent access to Essence. Their souls are small things when compared to those of other beings, and they cannot manipulate the fabric of creation in the ways required of those who would wield magical might. However, through a variety of means, some mortals reach above their station. They learn to work the magic of the world, in a variety of small ways. These people are essence channelers - thaumaturges, god-bloods, martial artists and priests. Their magic holds the fabric of the Second Age together, where greater powers cannot be bothered to tread.<br />
<br />
Mortals can awaken their Essence in a variety of ways. The most common involve direct blessings from gods or Exalts, which grant immediate use of the Awakened Essence merit (which usually have an alternate cost instead of putting the mortal into experience debt). Other methods include powerful geomancy and spending many years aligning oneself with Creation's flows in order to unlock Essence.<br />
<br />
Once unlocked, mortals increase their Essence at a cost of (Current Rating x15) experience and a training time of (Current Rating x Months). Mortals who complete a Motivation successfully may raise Essence without training as usual. Mortals may not raise their Essence scores past 3 by any means; supernatural beings who do so generally use powers that transform characters so that they are no longer mortals.<br />
<br />
=== Essence Pools and Anima Banners ===<br />
<br />
Mortals, like Exalts, have Personal and Peripheral Essence pools. A mortal's Essence pools are drawn from their connection to the world, their strength of purpose, and their reserves of will. A mortal's Personal Essence pool is equal to her (Essence + Highest Virtue). Her Peripheral Essence is equal to her [(Essence x4) + Willpower]. <br />
<br />
Mortals recover Essence very slowly by nature. Mortals recover 1 mote of Essence per hour of rest, and may not attune to manses or artifacts.<br />
<br />
Mortals' anima banners are wispy, pale auras, with a vague white hue that is barely visible. A mortal who spends 1-7 motes of peripheral Essence is surrounded by a wispy flicker for the scene; noticing it requires success on a Perception + Awareness roll at standard difficulty. Spending 8-15 motes strengthens the glow to be visible even to those who are not paying attention; such a glow applies a +1 difficulty to all Stealth rolls. Finally, on any tick in which a mortal spends enough Essence to reach the 16+ range, her anima briefly burns brightly, rendering mundane stealth impossible at that moment and being visible for several hundred feet. At the end of the tick, this drops back down to the 8-15 range.<br />
<br />
=== Mortal Excellencies and Available Charms ===<br />
<br />
Mortals who unlock their Essences have access to three paths to power. The first path are Terrestrial Martial Arts; mortals can learn these potent abilities, provided that they have a Martial Arts score of 4 or better. Each Charm on a Martial Arts tree costs 15 experience, regardless of whether or not the character favours Martial Arts. The second path is sorcery; a few mortals learn Terrestrial Circle Sorcery. This requires the character to have Occult 4 and Essence 3, and costs 15 experience to initiate, plus 15 experience per spell. Characters may not learn spells that summon and compel demons or elementals; they do not have the Mandate of Heaven required to do so.<br />
<br />
Mortals also have access to Excellencies. They may purchase these Charms at a cost of 12 experience each, but only for Abilities that the mortal favours. Mortals have only two Excellencies, as follows:<br />
<br />
<b><i>Mortal (Ability) Excellency</b></i><br />
<b>Cost</b>: 2 motes per die, <b>Mins:</b> (Ability) 3, Essence 1, <b>Type: Reflexive (Steps 1 or 2)</b><br />
<b>Keywords:</b> None<br />
<b>Duration</b>: Instant<br />
<b>Prerequisites:</b> None<br />
Even mortals can increase the power of their skills. The mortal purchases bonus dice on any roll for this Ability in which she stunts. No more dice may be purchased than the number of dice on the stunt (before reduction due to the character being mortal). Every two motes spent purchases one die.<br />
<br />
<b><i>Mortal (Ability) Supremacy</b></i> <br />
<b>Cost</b>: 5 motes, <b>Mins:</b> (Ability) 5, Essence 3, <b>Type: Reflexive (Steps 3 or 4)</b><br />
<b>Keywords:</b> None<br />
<b>Duration</b>: Instant<br />
<b>Prerequisites:</b> Mortal (Ability) Excellency<br />
Creation favours the bold. When the character stunts on a roll, she may activate this Charm after her Ability roll is completed in order to reroll. The second roll must be applied; the character may not apply the better of the two rolls.<br />
<br />
Exalts may also purchase these Charms at the cost of their own Excellencies, but they almost never bother; they are simply weaker than even a Dragon-Blood's equivalent.<br />
<br />
=== Mortal Essence Merits ===<br />
<br />
<b><i>Awakened Essence</b></i><br />
<b>Cost:</b> 5 pts (15 XP)<br />
The character opens her Essence chakras. She may use all of the rules above, and purchase mortal Excellencies, Sorcery, and Martial Arts (provided she meets the requirements).<br />
<br />
<b><i>Essence Flow Recovery</b></i><br />
<b>Prerequisites:</b> Awakened Essence, Essence 2<br />
<b>Cost:</b> 3 pts (9 XP)<br />
The character learns to master her Essence flows more effectively. She now recovers 1 mote per hour of light activity, and 2 motes per hour of rest.<br />
<br />
<b><i>Essence Mastery</b></i><br />
<b>Prerequisites:</b> Essence Flow Recovery, Essence 3<br />
<b>Cost:</b> 4 pts (12 XP)<br />
The character finishes her journey, fully unlocking her Essence. She does not need to spend Willpower to activate her peripheral Essence pool. In addition, she now recovers 2 motes per hour of light activity and 4 motes per hour of rest.<br />
<br />
<b><i>Essence Attunement</b></i><br />
<b>Prerequisites:</b> Awakened Essence<br />
<b>Cost:</b> 4 pts (12 XP)<br />
The character learns to attune to artifacts and Manses as though she were an Exalt, in part. She may not attune to artifacts with a rating higher than (her Essence +1), and she must spend double motes to harmonize with all five Magical Material types - which she can only do with artifacts of a rating equal to her Essence or lower. She may also wear a Hearthstone to recover (its rating) in motes every hour, or may recover (Manse Level x2) motes per hour resting in the Manse. The character may only use one Hearthstone at a time; she may attune to others, but must spend a Willpower and a miscellaneous action to change which Hearthstone she is gaining the benefits of.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCEBackgrounds&diff=86635FrivYeti/PCEBackgrounds2011-07-29T18:03:46Z<p>FrivYeti: </p>
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<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
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<br />
== Power Ceiling Exalted: Backgrounds ==<br />
<br />
Power Ceiling Exalted works on the principle that all Backgrounds are created equal; it is only access to these Backgrounds which is restricted or easy based on character origins. With that in mind, many Backgrounds are changed or altered. In addition, Power Ceiling prefers a bit more mechanical backing to the looser systems designed by the standard ruleset. <br />
<br />
With that in mind, the following Backgrounds are both unchanged and available to all characters: Artifact, Backing, Connections, Cult, Manse, Mentor, Reputation, Resources, Savant, Whispers.<br />
<br />
The following Backgrounds are available to all characters, but are modified They are explained fully below: Allies, Destiny, Familiar, Followers, Henchmen, Liege, Retainers<br />
<br />
The following Backgrounds are removed: Arsenal, Celestial Manse, Contacts, Family, Influence, Salary, Sifu, Spies, Underworld Manse<br />
<br />
The following Backgrounds are available only to a single Exalt type, due to being based on their inherent nature: Acquaintances (Sidereals), Birth (Fair Folk), Breeding (Dragon-Blooded), Gossamer (Fair Folk), Heart's Blood (Lunars), Solar Bond (Lunars, modified), Style (Fair Folk), Taboo (Lunars)<br />
<br />
While most Backgrounds are thus available to all characters, every group has character creation restrictions or reduced costs for certain Backgrounds, reflecting their organizational or natural benefits. <br />
<br />
Finally, Power Ceiling Exalted makes use of [[FrivYeti/LevelSix|6-dot Backgrounds]]. These will be expanded upon in a later update.<br />
<br />
== Modified Backgrounds ==<br />
=== Allies ===<br />
<br />
Characters have many friends and companions in Creation. The Allies Background is based on a character's relative power compared to the PC's, rather than on absolute capability. Because of this, as time goes on, it is expected that characters will either increase the amount of time that allies will spend on them, or else increase their allies' power. The Storyteller is the ultimate judge for which increase is appropriate.<br />
<br />
An Ally's cost is based on the total of her Power and her Flaws. All Allies must have a total of 1 dot after all modifiers are applied:<br />
<br />
Power 1: The ally is roughly the same power as the character.<br />
Power 2: The ally is up to 100 XP stronger than the character.<br />
Power 3: The ally is up to 250 XP stronger than the character.<br />
Power 4: The ally is up to 500 XP stronger than the character.<br />
Power 5: The ally is up to 800 XP stronger than the character.<br />
Power 6: The ally is over 800 XP stronger than the character.<br />
<br />
Sample Flaws:<br />
<br />
Powerful Enemies (-1 to -2): The ally has their own enemies, who consider the character a threat. The character must deal with attacks or opposition from people she doesn't know. For -1 pt, this is frequently aggravating, while for -2 pts, it is frequently life-threatening.<br />
<br />
Unavailable (-1 to -3): The ally is not usually around. For -1 pt, the ally will only be available about half the time the character wants to contact her. For -2 points, this decreases to a quarter of the time, and for -3 points she is almost never around, appearing only rarely.<br />
<br />
Weaker Type (-1 to -2): The ally is a weaker type of being than the player, along the following tier: Celestial Exalt, Terrestrial Exalt-God-Elemental-Demon-Fair Folk-Ghost, Dragon King-Mountain Folk-Mortal. Every step below the character is worth -1 (so a mortal ally would be worth -2 pts for a Celestial Exalt.) Note that allies are always heroic in nature. <br />
<br />
=== Destiny ===<br />
<br />
Any being may have a destiny. However, the power of the Exalted quickly overshadows fate - only the most powerful fates can remain, and even those are washed-out and faint. Characters do not require a Destiny to Exalt.<br />
<br />
Celestial Exalts have exceptional power, and as such Destiny does not favor them. A mortal Destiny of 1-2 would be wiped out, a mortal destiny of 3-4 becomes a Destiny rating of 1, and a mortal destiny of 5 becomes a Destiny rating of 2. Celestials may never have Destiny above 2.<br />
<br />
Terrestrial Exalts grow into their power, and thus Fate can better prepare their way. A mortal Destiny of 1 would become nothing, a mortal Destiny of 2-3 would become a Destiny of 1, a mortal Destiny of 4 becomes a Destiny of 2, and a mortal Destiny of 5 becomes a Destiny of 3. Terrestrials may never have Destiny above 3. <br />
<br />
=== Familiar ===<br />
<br />
A familiar is a natural creature whose Essence has bonded with that of the Solar, creating a companion that will stay by their master's side for all eternity. The resulting creature is often far more capable and powerful than a standard example of their race, extending to intelligence and Essence of their own.<br />
<br />
All Familiars have the following basic abilities, in addition to being creatures: <br><br />
They do not age so long as their Exalted companion lives. <br><br />
They heal and resist disease and poison as though they were Exalts as long as their Exalted companion lives. <br><br />
They always have the Motivation "Serve my master" and an Intimacy to their master. These cannot be broken by any means.<br />
<br />
The Familiar background provides Familiar Points, which are used to customize the character's Familiar.<br />
<br />
0 - A weak familiar. 1 pt.<br />
00 - A familiar who is slightly more powerful or impressive. 3 pts.<br />
000 - A powerful and useful companion. 6 pts.<br />
0000 - A devastating magical compatriot. 10 pts.<br />
00000 - An awe-inspiring supernatural creature. 15 pts.<br />
<br />
The points can be spent as follows:<br />
<br />
CREATURE: <br><br />
0 pts - The creature is something small and without exceptional talents. Examples: Mouse, cat, starling. <br><br />
1 pt - The creature is a useful or skilled animal. Examples: Horse, wolf, falcon. <br><br />
2 pts - The creature is powerful and dangerous. Examples: Omen hound, raiton. <br><br />
3 pts - The creature is useful in a variety of ways. Examples: Claw Strider, Eight-Tailed Mole Hound. <br><br />
4 pts - The creature is among the pinnacle of natural power. Examples: Tyrant Lizard, Strix. <br><br />
<br />
ENHANCEMENT: <br><br />
1 pt - The creature has 5 additional bonus points over the normal template. If unintelligent, the creature can raise any Physical Attribute, or Ability it already possesses, by up to 3 pts. It may also raise Willpower, Virtues, and (if it is magical) Essence (up to a maximum rating of half the owner's rating, rounded down). If sentient, it may raise any Attribute or Ability to 5 or 3 above its baseline rating, whichever is higher. If using Flaws, the character may also purchase up to 2 pts worth of physical, mental, or supernatural Flaws. This may be purchased repeatedly. <br><br />
Familiars may spend bonus points on mutations, or purchase mutations using negative mutations, as per The Wyld. They may not purchase Backgrounds.<br><br />
1 pt - The creature has Awakened Essence. It may purchase the Inheritance background with its bonus points, and is considered to be a god-blood of whatever type the player wishes. The familiar's maximum Essence rating overrides the maximum provided by Inheritance.<br><br />
1 pt - The creature has natural Essence reserves drawn from its link to the character. Each time this is purchased, the creature gains 5 motes which the character can draw on and spend. If the creature has Awakened Essence, it may also spend these motes. This power may be purchased once per Essence dot of the creature. <br><br />
1 pt - The connection between the character and her Familiar is such that they may reflexively share each others' senses as long as they are within (Combined Essence) miles of each other. They can also always sense roughly where each other are. <br><br />
1 pt - The creature is intelligent. It develops an Intelligence of 2, is considered to have human intellect, distributes 5 dots among its Virtues (in addition to base Virtues of 1), develops a Willpower score of 5 (if not already higher), and may learn new Abilities and raise its Mental Attributes with bonus points or experience. In addition, it gains experience - every 2 XP that its owner gains gives it 1 XP. This may be spent on anything the creature can buy, up to the limits for bonus points.<br />
<br />
A familiar's maximum traits are 3 pts higher than their base traits. <br />
<br />
=== Followers ===<br />
<br />
Followers functions much like it does in the Second Edition corebook, except that the traits of Followers can be defined as follows:<br />
<br />
Attributes 4/3/3 (No Attribute higher than 3), Abilities 21 (no Ability higher than 2), Backgrounds 3 dots, Virtues 4 dots (No Virtue higher than 3), Willpower Highest Virtue +1, Essence 1, 6 bonus points. <br />
<br />
Followers do not gain XP.<br />
<br />
=== Henchmen ===<br />
<br />
Henchmen are highly skilled mortal or supernatural minions, who use their capabilities to serve the player. Dots in Henchmen are divided between Power and Numbers, as follows:<br />
<br />
Power:<br />
x: Heroic Mortals, Fair Folk Commoners (Nonheroic)<br />
0: Mountain Folk Commoners, Fair Folk Commoners (Heroic), God-Bloods, Ghosts<br />
00: Dragon Kings, Fair Folk Nobles, Enlightened Mountain Folk, Gods, Elementals, Terrestrial Exalts<br />
000: Celestial Exalts<br />
+0: Add 50 XP<br />
<br />
Numbers:<br />
0: One henchman<br />
00: Two henchmen<br />
000: Five henchmen<br />
0000: Fifteen henchmen<br />
00000: Fifty henchmen<br />
<br />
A Henchman's base Traits are those of a starting character of her type. Henchmen gain XP at half the rate of the character, and spend it as per their character type. The Henchmen Background may be purchased multiple times, with each time referring to a different set of minions. <br />
<br />
=== Liege ===<br />
<br />
The Liege Background functions as it does for Abyssals, except that any character with a sufficiently powerful and demanding patron may purchase it. A character's Liege does not need to be a Deathlord, or even an evil being. The Perfect of Paragon would be a perfectly acceptable liege, as would the leader of a Great House or a powerful God - anyone who expects total loyalty and interferes with their subject's affairs qualifies. Liege cannot be purchased higher than a character's patron could manage to supply the character.<br />
<br />
=== Retainers ===<br />
<br />
Retainers are the middle ground between Followers and Henchmen; elite support that the character can call upon as needed. They are constructed and purchased as follows:<br />
<br />
Attributes 5/4/3 (No Attribute above 3), Abilities 25 (No Ability above 3), Backgrounds 3, Virtues 5 (No Virtue above 3), Willpower Highest Virtue +1, Essence 1, Bonus Points 12. <br />
<br />
Number of Retainers:<br />
0: Two retainers<br />
00: Five retainers<br />
000: Twenty retainers<br />
0000: One hundred retainers<br />
00000: One thousand retainers<br />
<br />
Elite soldiers are typically Retainers, and this is the background purchased by a military commander to represent his personal troops (army troops are represented through the Backing background). The Retainers background may be purchased multiple times. Not every Retainer needs the same stats, but no fewer than one-fifth of a character's Retainers may use a given stat block. Retainers do not gain XP.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=86563FrivYeti/PCECobaltRiver2011-07-24T17:35:42Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt Rivers of Thought ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt Rivers of Thought seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt Rivers is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt Rivers of Thought Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt Rivers of Thought may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</i></b><br><br />
<b>Cost:</b> None (+3m), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br><br />
<b>Duration:</b> Permanent<br><br />
<b>Prerequisites:</b> None<br><br />
<i>... who went before her enemies to learn their strengths.</i><br><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
If a character attempts to use this power against a target with magically-concealed intimacies, the character may spend 3 motes in order to pierce that protection, resulting in Charm roll-off as usual. <br />
<br />
<b><i>The Thought of First Blood</i></b><br><br />
<b>Cost:</b> 5 motes, <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Supplemental <br><br />
<b>Keywords:</b> Combo-OK, Illusion<br><br />
<b>Duration:</b> Instant<br><br />
<b>Prerequisites:</b> None<br><br />
<i>She spoke with them, and they with her...</i><br />
The Sidereals knows her enemies, and in their first meeting they can see how the battle will progress. This Charm supplements a Join Battle roll, and targets one opponent. The character and her opponent both make a Wits + Martial Arts roll. If the character wins, the opponent takes a penalty of (character's Martial Arts) dice to all of her combat rolls for the duration of the scene, as she has seen that the battle cannot be won. Targets may spend one Willpower per action to resist this illusion effect, and once they have spent three Willpower, they are released from the effect. If the target wins, the character suffers this effect, although she must spend only one Willpower to resist it.<br />
<br />
A character may target multiple enemies with this power, activating the Charm against each of them, but suffers a -1 die penalty to each roll for each enemy she faces.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85995FrivYeti/BagrashStory2011-06-10T02:01:42Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of D.F.:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of D.F.:</i> Yu-Shan's political disaster unfolds. Investigating Glory, missives to Ganarath and Morivan. Inviting Nori-Vath, Glory, Adiubande, Jetazuro to the sub-committee. <br />
* <i>25th of D.F.:</i> Yu-Shan, Day 2. Yasu meets the three gods, Mask goes to Morivan's house, Cormorant investigates Shen. <br />
* <i>26th of D.F.:</i> Yu-Shan, Day 3. Meetings with Amoth and the Sub-Committee.<br />
* <i>27th - 28th of D.F.:</i> The Mulberry ripens, and the deadline to politics arrives. Adventures in Port Calin.<br />
<br />
=== Story #9 - The Final Nexus ===<br />
<br />
CALIBRATION<br />
<br />
* <i>Day One</i>:<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85993FrivYeti/BagrashStory2011-06-10T01:57:59Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of D.F.:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of D.F.:</i> Yu-Shan's political disaster unfolds. Investigating Glory, missives to Ganarath and Morivan. Inviting Nori-Vath, Glory, Adiubande, Jetazuro to the sub-committee. <br />
* <i>25th of D.F.:</i> Yu-Shan, Day 2. Yasu meets the three gods, Mask goes to Morivan's house, Cormorant investigates Shen. <br />
* <i>26th of D.F.:</i> Yu-Shan, Day 3. Meetings with Amoth and the Sub-Committee.<br />
* <i>27th - 28th of D.F.:</i> The Mulberry ripens, and the deadline to politics arrives. Adventures in Port Calin.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85991FrivYeti/BagrashStory2011-06-10T00:53:40Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of D.F.:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of D.F.:</i> Yu-Shan's political disaster unfolds. Investigating Glory, missives to Ganarath and Morivan. Inviting Nori-Vath, Glory, Adiubande, Jetazuro to the sub-committee. <br />
* <i>25th of D.F.:</i> Yu-Shan, Day 2. Yasu meets the three gods, Mask goes to Morivan's house, Cormorant investigates Shen. <br />
* <i>26th of D.F.:</i> Yu-Shan, Day 3.<br />
* <i>27th of D.F.:</i> Yu-Shan, Day 4.<br />
* <i>28th of Descending Fire:</i> The Mulberry ripens, and the deadline to politics arrives.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85989FrivYeti/BagrashStory2011-06-10T00:31:39Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of D.F.:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of D.F.:</i> Yu-Shan's political disaster unfolds. Investigating Glory, missives to Ganarath and Morivan. Inviting Nori-Vath, Glory, Adiubande, Jetazuro to the sub-committee. <br />
* <i>25th of D.F.:</i> Yu-Shan, Day 2. Yasu meets Adiubande, Mask goes to Morivan's house, Cormorant investigates Shen. <br />
* <i>26th of D.F.:</i> Yu-Shan, Day 3.<br />
* <i>27th of D.F.:</i> Yu-Shan, Day 4.<br />
* <i>28th of Descending Fire:</i> The Mulberry ripens, and the deadline to politics arrives.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85987FrivYeti/BagrashStory2011-06-10T00:05:45Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of D.F.:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of D.F.:</i> Yu-Shan's political disaster unfolds. Investigating Glory, missives to Ganarath and Morivan. Inviting Nori-Vath, Glory, Adiubande, Jetazuro to the sub-committee.<br />
* <i>25th of D.F.:</i> Yu-Shan, Day 2.<br />
* <i>26th of D.F.:</i> Yu-Shan, Day 3.<br />
* <i>27th of D.F.:</i> Yu-Shan, Day 4.<br />
* <i>28th of Descending Fire:</i> The Mulberry ripens, and the deadline to politics arrives.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85985FrivYeti/BagrashStory2011-06-09T23:32:43Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of Descending Fire:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of Descending Fire:</i> Yu-Shan's political disaster unfolds.<br />
* <i>28th of Descending Fire:</i> The Mulberry ripens, and the deadline to politics arrives.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85983FrivYeti/BagrashStory2011-06-09T23:01:36Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
* <i>23rd of Descending Fire:</i> Mulberry Redux, Good Times Roll<br />
* <i>24th of Descending Fire:</i> <br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=85907FrivYeti/PCECobaltRiver2011-06-01T02:14:19Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt Rivers of Thought ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt Rivers of Thought seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt Rivers is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt Rivers of Thought Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt Rivers of Thought may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</i></b><br><br />
<b>Cost:</b> None (+3m), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br><br />
<b>Duration:</b> Permanent<br><br />
<b>Prerequisites:</b> None<br><br />
<i>... who went before her enemies to learn their strengths.</i><br><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
If a character attempts to use this power against a target with magically-concealed intimacies, the character may spend 3 motes in order to pierce that protection, resulting in Charm roll-off as usual. <br />
<br />
<b><i>The Thought of First Blood</i></b><br><br />
<b>Cost:</b> 5 motes, <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Supplemental <br><br />
<b>Keywords:</b> Combo-OK, Illusion<br><br />
<b>Duration:</b> Instant<br><br />
<b>Prerequisites:</b> None<br><br />
<i>She spoke with them, and they with her...</i></div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85905FrivYeti/BagrashStory2011-06-01T01:54:40Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
* <i>20th to 22nd of D.F.:</i> Machinations in Hollow, work complete!<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85903FrivYeti/BagrashStory2011-06-01T00:43:42Z<p>FrivYeti: /* Story #8 - Titanic Discoveries */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
* <i>15th of D.F.:</i> Exploring Hollow.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85901FrivYeti/BagrashStory2011-05-31T23:55:26Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
* <i>14th of D.F.:</i> Travel to Not-Gem-Yet, studying the caldera. Back to Yu-Shan, and then to Hollow.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCESiderealExalts&diff=85899FrivYeti/PCESiderealExalts2011-05-31T22:45:23Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
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<br />
== Sidereal Exalted ==<br />
<br />
Advisors and teachers of the other Celestials, the Sidereals ultimately fractured over the course that the First Age was taking, and enacted a plan to overthrow and murder the Solar Exalted. Their plan more or less successful, they retreated into the shadows, to quickly guide the course of the Terrestrial Exalted.<br />
<br />
=== General Revisions ===<br />
<br />
* As Celestial Exalted, Sidereals have very long lifespans, but generally have the shortest of any Celestial Exalt - their lives are based not on their physical constitution, but on their connection to the Loom of Fate. Sidereals do not begin to roll for age effects until they reach 1500 years of age. At that time, they must make an Essence roll at difficulty 1. This roll is repeated every twenty years, with the difficulty increasing by 1 each time, and no Virtues, Willpower, or other effects may be used to boost its chances of success unless they specifically say that they can. <br />
* In order to reach Essence 6+, a Sidereal Exalt must both follow the age guidelines listed in the Exalted corebook, and fulfill a Motivation. Sidereals may raise their Essence up to a maximum rating of 9. <br />
<br />
=== Anima Modifications ===<br />
<br />
=== Sidereals ===<br />
<br />
Sidereals are slightly stranger than other Exalt types; they do not have Caste Powers. Instead, they have access to the Lesser Sign and the Greater Sign. All Lesser Signs normally cost 10 motes to activate; if the Sidereal's anima is active at the 11+ mote level, this cost drops to 5 motes, and if it is active at the 16+ mote level, the cost drops to 1 mote. Greater Signs are far more dangerous; most Sidereals use them with great reluctance, if at all. They require the expenditure of 10 motes and one Willpower, and cause an automatic Pattern Bite (as per taking 10 points of Paradox) which cannot be avoided by any effect, which triggers at the end of the scene. Character mays only activate the Greater Sign once per scene, and activating the Greater Sign is a Simple, Speed 5 action. Both the Lesser and Greater Signs last until the end of the scene.<br />
<br />
Multiple Lesser Signs triggered next to each other add the combined Essences of the Sidereals involved to determine the total range of the effect, but are not otherwise modified. The same applies if multiple Greater Signs are triggered.<br />
<br />
<b><i>Chosen of Journeys:</i></b><br />
* <i>Lesser Sign Of Mercury:</i> The character, and all allies within (Essence x5) yards, add the character's Essence to her Move, Dash, and Jump rates. <br />
* <i>Greater Sign Of Mercury:</i> The character, and all of her allies within (Essence x10) yards, may immediately teleport to any location within fate that is not warded against teleportation. <br />
<br />
<b><i>Chosen of Serenity:</i></b><br />
* <i>Lesser Sign Of Venus:</i> The character, and all allies within (Essence x5) yards, add the character's Essence in dice to all of their Performance rolls.<br />
* <i>Greater Sign Of Venus:</i> All enemies of the Sidereal who are within (Essence x10) yards of her must spend an additional (Essence) motes per action in order to activate any Charms that action, and must pay 1 additional Willpower in order to activate a Combo.<br />
<br />
<b><i>Chosen of Battles:</i></b><br />
* <i>Lesser Sign Of Mars:</i> The character, and all allies within (Essence x5) yards, reduce damage dealt to them by 1 die in the post-soak stage.<br />
* <i>Greater Sign Of Mars:</i> The character, and all allies within (Essence x10) yards, may reflexively co-ordinate any attacks made on a given tick against the same target at full effect. This lasts for the duration of the scene.<br />
<br />
<b><i>Chosen of Secrets:</i></b><br />
* <i>Lesser Sign Of Jupiter:</i> The character, and all allies within (Essence x5) yards, add the Sidereal's Essence to their MDPV and MDDV scores.<br />
* <i>Greater Sign Of Jupiter:</i> All creatures and locations normally outside of fate that are within (Essence x10) yards of the Sidereal are considered to be inside of fate for the duration of the scene.<br />
<br />
<b><i>Chosen of Saturn:</i></b><br />
* <i>Lesser Sign Of Saturn:</i> The character, and all allies within (Essence x5) yards, increase their post-soak damage of any attack that deals post-soak damage by 1 die.<br />
* <i>Greater Sign Of Saturn:</i> All allies of the character who are within (Essence x10) yards of her deal aggravated damage with their attacks for the duration of the scene.<br />
<br />
=== Caste Abilities ===<br />
<br />
The following Caste Abilities are altered:<br />
* Integrity is now a Journeys ability, under the Constellation of the Mast<br />
* Resistance is now a Battles ability, under the Constellation of the Shield<br />
* War is still a Battles ability, but under the Constellation of the Gauntlet<br />
* Presence is still a Battles ability, but under the Constellation of the Banner<br />
* Athletics is now an Endings ability, under the Constellation of the Rising Smoke<br />
<br />
=== Charm Modifications ===<br />
<br />
* Sidereals pay only 8 XP for favoured Martial Arts Charms, and 10 XP for non-Favoured Martial Arts Charms.<br />
* The Sidereal First Excellency adds up to (Essence + 1 + any internal or external penalties the Sidereal is suffering from) dice to a roll. It does not count external penalties from static values such as DVs. <br />
* The Sidereal Second Excellency does not add successes. Instead, the Sidereal may spend 1 mote per point to reduce target numbers of her die pools by 1 each. She may spend up to (Essence +1) motes. A character who would reduce her target number below 3 (at Essence 4+, usually) may instead spend a total five motes and a Willpower to convert the entire diepool to successes. Sidereals may combine the First and Second Excellencies, but add together motes spent on both to determine their Charm caps.<br />
* In addition to their mote-reducer, Sidereals have access to Essence Auspicious as a Fourth Excellency. This is a Permanent Charm that may be purchased only once for each Ability. It permanently reduces the Sidereal's target numbers for a specific Specialty-breadth task within that Ability by 1. It requires Ability 4, Essence 3. <br />
<br />
In addition, the Sidereal Charmset is screwy. As such, the following Charm revisions are in place (hang it, it's a long ride):<br />
<br />
==== Journeys ====<br />
<br />
* (Integrity) Virtue Essence Replenishment: This Charm is Type: Permanent. The usual rules about not regaining more than 20 motes per action apply to these Charms. This Charm does not require an Integrity Excellency.<br />
* (Integrity) Creation-Preserving Will: This Charm requires only Unwavering Well-Being Meditation as a prerequisite.<br />
* (Integrity) Preservation of Resolve: This Charm is of Indefinite duration. <br />
* (Integrity) One Direction Invocation: The cost of this Charm is 10 motes, 1 Willpower, and 1 hl. Upon activating this Charm, the character chooses one goal as listed in the book. While under the effects of this Charm, the character gains three benefits. First, she adds one automatic success to any action that directly further her goal. For actions which indirectly further her goals, she takes no benefit or penalty, and for actions irrelevant to her goals she must spend a Willpower. Secondly, no effect can truly stop her in her actions. The character may ignore all internal penalties and up (Essence) points of external penalties to any action that directly furthers the goal. Finally, the character's identity is replaced by the need to complete her task. Her Motivation changes to “Complete this goal”, she removes all of her Intimacies for the duration, and she may freely violate her Virtues in order to accomplish the goal. Any effect that would cause her to violate this new Motivation is considered to be an unacceptable order, including her own Charms. If the character spends a total of (her own Essence) worth of Willpower resisting this Charm, it ends. Doing so reduces the character's Permanent Willpower to 1 and removes her new Motivation without restoring her former Motivation and Intimacies; each morning, instead of rolling to regain Willpower, the character may recover one dot of Permanent Willpower and one Intimacy. When all Willpower and Intimacies are regained, she may recover her Motivation. If the goal named in the Charm becomes impossible, the Charm ends and the character's identity becomes shredded, only recovering slowly as listed above. <br />
* (Ride) Yellow Path: The roll for this Charm is Essence + Ride.<br />
* (Ride) Ordained Bridle of Mercury: This Charms costs 2 motes per point that the chosen animal would require (ex: a sparrow would could 2 motes and a Willpower, while a strix would cost 10 motes and a Willpower). It grants animals the basic traits of familiars, but does not provide additional points unless the character spends experience. <br />
* (Ride) Spirit-Shape Companion: This is a Permanent Charm. When purchased, if the character does not possess a familiar, she must immediately spend 4 experience and create a 2-dot Familiar with Awakened Essence (she can spend more experience and create a more powerful familiar if she chooses, or may spend experience to increase an existing Familiar's rating as high as she likes). The character's Familiar increases her Essence rating by 1, as well as the maximum Essence rating that the Familiar is capable of. She gains all the advantages and disadvantages of being a god, including a naturally dematerialized state, the ability to materialize, a larger Essence pool, and so forth. She also gains one spirit Charm (which cannot be an Excellency) and the ability to tranform between a humanoid-animal form and a pure animal form. She cannot purchase further spirit Charms, although she can use her increased Essence to qualify for Sidereal Charms.<br />
* (Ride) Godly Companion: This is a Permanent Charm that upgrades the effects of Spirit-Shape Companion to make her Familiar a Heavenly functionary. First, the character may raise the familiar's rating with experience points as high as she wishes. The character's Godly companion then gains the ability to summon the Calibration Gate, a divine Sanctum within Yu-Shan rated at 2 dots, and a Panoply rated at 2 dots that cannot be taken from them - both Sanctum and Panoply can be raised with experience as usual for Backgrounds, up to a maximum rating of the familiar's Essence score. They also gain two additional Spirit Charms and ten bonus points that can be spent on Attributes, Abilities, or Virtues. <br />
* (Sail) Walls of Salt And Ash: Resisting this Charm requires one Willpower per action. A creature must spend Willpower equal to the Sidereal's Sail rating to overcome the effect entirely.<br />
* (Survival) Adopting The Untamed Face: This Charm replaces the Illusion keyword with the Compulsion keyword.<br />
* (Survival) Dreaming The Wild Lands: This Charm adds the Shaping and Combo-Basic keywords.<br />
* (Survival) Sky And Rain Mantra: This Charm adds the Fate keyword, and thus can only be used in places touched by the Loom. The character may not apply more than (Essence +1) successes to the mantra.<br />
* (Survival) Sky Spirit Demand: This Charm replaces the Servitude keyword with an Emotion keyword.<br />
* (Thrown) Life Gets Worse Approach: Botched attacks can be redirected without cost.<br />
<br />
==== Serenity ====<br />
<br />
* (Crafts) Elemental Vision: This Charm permanently reduces the target number of social rolls against all appropriately-elemented beings (elementals, Dragon-Bloods, raksha with Assumptions up, etc) by 1.<br />
* (Crafts) Excellent Implementation of Objectives: This Charm is Combo-OK. <br />
* (Crafts) Destiny-Knitting Entanglement: This Charm has the Fate keyword.<br />
* (Crafts) World-Shaping Artistic Vision: This Charm allows Sidereals to write a small piece of their natures onto the Loom of Fate. Instead of reducing target numbers, it reduces Paradox dice by one when using Ascending or Descending astrology within the chosen limit. This Charm may be purchased three times, but a given astrology roll may only remove one die of Paradox regardless of how many World-Shaping Artistic Visions apply to it. Characters may spend 1 XP to change the specialty that this Charm affects.<br />
* (Crafts) Implicit Construction Methodology: This Charm has two effects. First, it reduces the construction time for objects by one degree (seasons to months, months to weeks, days to hours, etc), which stacks fully with other effects. Secondly, it allows construction to proceed while the Sidereal is not actually present, so long as she leaves the Essence committed and the prayer strip in place. <br />
* (Dodge) Duck Fate: This Charm is restored to its First Edition nature; it can dodge any undesirable effect if its roll succeeds.<br />
* (Dodge) Avoidance Kata: This Charm adds the Shaping keyword.<br />
* (Dodge) Trouble-Reduction Strategy: This Charm adds the Combo-Basic keyword. It affects up to (Essence) people. <br />
* (Dodge) Neighbourhood Relocation Scheme: This Charm adds the Fate keyword.<br />
* (Linguistics) Favourable Inflection Procedure: Resisting the effects of this Charm requires two Willpower. <br />
* (Linguistics) Blue Vervain Binding: Instead of spending 1xp, the character can spend 1 wp to have the effect only last for one scene.<br />
* (Performance) Heart-Brightening Presentation Style: This Charm is removed.<br />
* (Performance) Defense of Shining Joy: The addition of the character's Performance to her Dodge DV counts as bonus dice gained from Charms. The character may add her full Performance even if it is higher than her Essence +1. <br />
* (Performance) Song of Spirit Persuasion: This Charm requires 4 Willpower to resist, and replaces its Servitude keyword with a Compulsion keyword.<br />
* (Performance) Ice and Fire Binding: Instead of binding elementals to domains, this Charm binds elementals to their Virtues. For one season, the elemental cannot violate one of either the Virtue of Compassion or Temperance (chosen at the time that the Charm is activated). Doing so requires spending two Willpower per action.<br />
* (Performance) Harmonic Completion: The bonuses to the character's DVs are considered bonus successes, and thus do not count towards Charm maximums.<br />
* (Socialize) Shun The Smiling Maiden: The initial target of Shun defends against it as a Shaping attack. Any potential lovers defend against it as an Emotion effect if the initial target does not counteract it. <br />
* (Socialize) Cash And Murder Games: This Charm replaces its Servitude keyword with a Compulsion keyword. <br />
* (Socialize) You And Yours Stance: Any aspect of this Charm can be resisted at a cost of 1 Willpower per action; once four Willpower is spent, a given target is immune to the effect for the scene.<br />
* (Socialize) Fortuitous Fellowship: This Charm replaces the Shaping keyword with a Compulsion keyword. It adds the Combo-Basic keyword.<br />
<br />
==== Battles ====<br />
<br />
* (Archery) Opportune Shot: This Charm reduces the speed of an Archery attack to 3 for 3 motes flat.<br />
* (Archery) Any Direction Arrow: This Charm costs 2 motes, and removes all penalties from cover and shields.<br />
* (Archery) Many Missiles Bow: This Charm adds the Shaping keyword to the creation of the arrows. They themselves are still physical attacks.<br />
* (Melee) Meditation On War: This Charm costs 2 motes per die, and has a duration of One Action. Its type changes to Reflexive.<br />
* (Presence) Presence In Absence Technique: If the target's words are in line with the Sidereal's, use the better of their two pools. If the target's goals are not in line with the Sidereal's, the Sidereal's social attack and the target's both take place automatically, and the better social attack is the one that must be resisted.<br />
* (Presence) Loyalty-Sacrificing Sidestep: Once this Charm is activated, the new defender may declare normal Step 2 Charms in Step 5. All effects from Steps 1, 3 and 4 remain in effect.<br />
* (War) Training Mandates: None of these effects require the Training Keyword.<br />
* (War) Essence-Draining Battle Pattern: The increase in enemy unit costs applies to Charms they activate to attack or defend against the Sidereal's unit.<br />
* (War) Demon-Blocking Battle Pattern: Penalties apply only to a single enemy unit. The Sidereal can reflexively change which unit each action.<br />
<br />
==== Secrets ====<br />
<br />
* (Larceny) Name-Pilfering Method: This Charm adds the Shaping keyword.<br />
* (Larceny) Dream Confiscation Approach: This Charm adds the Shaping keyword.<br />
* (Stealth) Soft Presence Practice: This is a Permanent Charm. It allows the Sidereal to spend two additional motes of Essence when spending peripheral motes to have them not add to anima banners. If the Charm is Obvious, double the original motes must be spent.<br />
* (Stealth) Blinding the Boar: The penalties imposed by this Charm may not exceed the character's Stealth rating.<br />
* (Stealth) Walking Outside Fate: Any character that the user of this Charm physically interacts with can perceive her for the duration of the scene, but suffers a -1 external penalty on all affects to target her and can't identify her perfectly (they take a -3 external penalty on attempts to recognize her or remember her features). <br />
* (Stealth) Subordinate Inspiration Technique: This Charm does not make social attacks unexpected, only their source unknown.<br />
<br />
==== Endings ====<br />
<br />
* (Awareness) Conclusive Wisdom: The cost of this Charm is reduced to 10 motes, 1 Willpower, and 1 hl. The user must roll Essence + Willpower, at a difficulty of the character's Essence. If the target succeeds at her Willpower roll, she loses one point of Willpower and suffers a -2 external penalty to all actions until the Sidereal's next action. If the target fails, she loses Willpower equal to the character's Essence, and (user's Essence x7) motes of Essence, losing all personal motes first, as well as suffering the -2 penalty listed above.<br />
* (Bureaucracy) Icy Hand: Resisting this Charm costs one Willpower per action, and the resister must spend (Sidereal's Essence) in Willpower to throw off the effect completely.<br />
* (Bureaucracy) Underling Invisibility Practice: If the user of this Charm makes herself obvious, through physical attacks at the character, massive physical changes or other, similarly intrusive effects, this Charm comes undone and ceases to function. It may then not be activated again that scene.<br />
* (Martial Arts) Blade of the Battle Maiden: This Charm is now a Sidereal-only Charm that requires Secrets of Future Strife. It may be used with any unarmored Martial Arts attacks and defenses, regardless of form weapons.<br />
* (Martial Arts) Horrific Wreath: This Charm is now a Sidereal-only Charm that requires Violet Bier of Sorrows Form. It may be used with any Martial Arts attacks.<br />
* (Medicine) Peaceable Conclusion: The bracketed costs for this Charm are removed. It gains the Combo-OK keyword.<br />
* (Medicine) Smooth Transition: This Charm's original effects are entirely removed. Against a willing ghost, it sends them immediately into Lethe. Against an unwilling ghost or risen corpse, it creates a Charisma + Medicine roll, at a difficulty of the Essence rating of the ghost or the creator of the undead creature. If she succeeds in a roll against ghosts, the Sidereal removes one dot of Fetters, chosen randomly, per success; a ghost reduced to no Fetters must gain three successes on an immediate Willpower roll or ascend to Lethe. Ghosts may spend one week in the presence of a lost Fetter to restore a dot of it. Against risen corpses, the Sidereal deals one level of unsoakable aggravated damage per success. Smooth Transition has the Combo-Basic keyword.<br />
* (Medicine) Invocation of the Storm-Following Silence: This Charm is a Permanent Charm that modifies Smooth Transition and Peaceable Conclusion. It allows the Sidereal to spend two additional motes and a Willpower to use one of those two Charms against every target within (Essence x10) yards. The Sidereal rolls only once for this effect, and applies the results against each being's Essence separately. <br />
* (Medicine) Deferred Wounds: This Charm allows a Wits + Medicine roll, pushing one level of damage per success into the future. The character can choose to push less than the maximum allowed amount into the future.<br />
<br />
==== Violet Bier of Sorrows ====<br />
<br />
This Martial Arts style is usually guarded by the Sidereals, but there is no penalty for teaching it to others except the disapproval of one's peers.<br />
<br />
* Secrets of Future Strife: This Charm permanently adds a character's Essence rating to her Join Battle rolls, as long as she is unarmored. These dice do not count as Charm-granted dice.<br />
* Crimson Palm Counterstrike: This Charm moves to take the place of Blade of the Battle Maiden. <br />
* Flight of Mercury: This Charm costs 2 motes per action, rather than one. It lasts up to (Martial Arts) actions.<br />
* Joy In Adversity Stance: This Charm cannot be used against attacks whose final die pool is lower than the character's modified DV, or attacks that fail to score at least one success.<br />
* Violet Bier of Sorrows Form: Lost Virtue dots also remove Virtue channels. If the character's Essence is equal to or greater than her Martial Arts rating, this Charm increases her minimum damage by one die.<br />
<br />
* Life-Severing Blow: This Charm now uses Death-Parrying Stroke as its prerequisite. Automatic successes purchased can't be higher than half the attack's post-soak damage pool, in addition to its other restriction.<br />
* Unobstructed Blow: This Charm now uses Violet Bier of Sorrows Form as its prerequisite. It costs 4 motes and a Willpower. <br />
* Metal Storm: This Charm now uses Unobstructed Blow as its prerequisite. <br />
* Conclusion-Pursuing Approach: This Charm only costs a health level when used as a prayer strip Charm. <br />
<br />
=== Sidereal Astrology ===<br />
<br />
==== Making Rolls ====<br />
<br />
* If the initial prayer roll for astrology is failed, the Sidereal suffers a -1 external penalty to her effect roll due to the annoyance of the Pattern Spiders. If the roll botches, the penalty increases to -2.<br />
<br />
==== Journeys ====<br />
<br />
* Good Worker Spirit (Gull): This effect costs one Endurance per week.<br />
* Strength of the Mast (Mast): This effect only multiplies the Sidereal's Strength + Athletics by 5.<br />
* Invisible at the Center (Mast): The character may count travel time towards her occupied time, provided she does so in areas where she can also perform odd jobs each day. <br />
* Field Mouse Rider (Messenger): This effect costs only one Paradox per day.<br />
<br />
==== Serenity ====<br />
<br />
* Snappy Banter Approach (Ewer): This effect allows the character or her partner to reroll any social attack that fails to connect.<br />
* Frenzied Courtship Dodge (Ewer): This effect is redesigned. It costs one effect point and one paradox, and can be used when the character fails to defend against a social attack. The social attack can be redirected towards any person present who is not the social attacker. That person can defend against the attack normally. <br />
* Handsome Boy Eyes (Lovers): The character may make Charisma-based social attacks using nothing but eye contact. This costs one Endurance per social attack.<br />
* Whore-And-Virgin Stance (Lovers): This effect costs two endurance and one Paradox, and lasts for one week. During this time, the character appears to be whatever people would want her to be. This increases how much her Appearance can count towards social rolls by one success, and removes all penalties to social rolls due to the character's actions or appearance. <br />
* Brigand-and-Carouser Attitude (Musician): This effect provides the character with fourteen hours of free time each week, rather than seven.<br />
* Proper Plumage (Peacock): This effect costs only one Endurance per social event.<br />
* Wife-Procuring Tailfeathers (Peacock): The character takes on the attitude of someone who can be trusted. This effect costs one Endurance and one Paradox per month, and adds the Sidereal's Essence in bonus dice to rolls to convince people that she is trustworthy. <br />
* Best Friend's Couch (Pillar): This effect costs two endurance and one Paradox. It perfectly convinces a target that they've known the Sidereal for their entire life, and gives them a positive Intimacy towards the Sidereal that cannot be eroded for at least one week. This is an Illusion effect.<br />
<br />
==== Battles ====<br />
<br />
* Someone's Son Style (Spear): This effect costs one effect point, one Paradox die per week. The character may spend one extra endurance to add up to (Essence) extra people to the effect.<br />
<br />
==== Secrets ====<br />
<br />
* Privacy-Enhancing Gesture (Mask): This effect only lasts for one scene.<br />
* Everywhere and Nowhere Technique (Mask): This effect costs one Endurance and one Paradox per week. <br />
* Invincible Essence Core (Sorcerer): This effect costs one Endurance and one Paradox. <br />
* Seer (Sorcerer): The character may not add more dice than there are Sidereals present, nor may she add more than her Essence in dice.<br />
* Professional Mien (Treasure Trove): This effect costs one Endurance and one Paradox per month.<br />
<br />
==== Endings ====<br />
<br />
* Shadow of the Reaper (Corpse): This is an Emotion effect.<br />
* Celestial Intervention Appeal (Haywain): This effect costs only two effect points, and one Paradox.<br />
* Old Fellows' Society Luncheon (Haywain): This effect costs one effect point and one Paradox per two weeks.<br />
* Chains of Adorjan (Rising Smoke): This effect lasts only five actions against demons.<br />
* Style-Discerning Eye (Sword): This effect does not cost Paradox.<br />
<br />
===== Comments =====<br />
<br />
Razafrazan Sidereal Charms.... - [[FrivYeti]]</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=85897FrivYeti/PCECobaltRiver2011-05-31T22:35:25Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt Rivers of Thought ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt Rivers of Thought seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt Rivers is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt Rivers of Thought Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt Rivers of Thought may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</i></b><br><br />
<b>Cost:</b> None (+3m), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br><br />
<b>Duration:</b> Permanent<br><br />
<b>Prerequisites:</b> None<br><br />
<i>... who went before her enemies to learn their strengths.</i><br><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
If a character attempts to use this power against a target with magically-concealed intimacies, the character may spend 3 motes in order to pierce that protection, resulting in Charm roll-off as usual. <br />
<br />
<b><i>Battlefield of the Mind</i></b><br><br />
<b>Cost:</b> 5 motes, <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Supplemental <br><br />
<b>Keywords:</b> Combo-OK, Illusion<br><br />
<b>Duration:</b> Instant<br><br />
<b>Prerequisites:</b> None<br><br />
<i>She spoke with them, and they with her...</i></div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=85895FrivYeti/PCECobaltRiver2011-05-31T22:11:54Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt River of History ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt River of History seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt River is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt River of History Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt River of History may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</i></b><br><br />
<b>Cost:</b> None (+3m), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br><br />
<b>Duration:</b> Permanent<br><br />
<b>Prerequisites:</b> None<br><br />
<i>... who went before her enemies to learn their strengths.</i><br><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
If a character attempts to use this power against a target with magically-concealed intimacies, the character may spend 3 motes in order to pierce that protection, resulting in Charm roll-off as usual. <br />
<br />
<b><i>Battlefield of the Mind</i></b><br><br />
<b>Cost:</b> 5 motes, <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Supplemental <br><br />
<b>Keywords:</b> Combo-OK, Illusion<br><br />
<b>Duration:</b> Instant<br><br />
<b>Prerequisites:</b> None<br><br />
<i>She spoke with them, and they with her...</i></div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=85893FrivYeti/PCECobaltRiver2011-05-31T22:10:23Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt River of History ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt River of History seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt River is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt River of History Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt River of History may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</i></b><br><br />
<b>Cost:</b> None (1 mote), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br><br />
<b>Duration:</b> Permanent<br><br />
<b>Prerequisites:</b> None<br><br />
<i>... who went before her enemies to learn their strengths.</i><br><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
If a character attempts to use this power against a target with magically-concealed intimacies, it applies (Essence) bonus dice to the Charm roll-off. <br />
<br />
<b><i>Battlefield of the Mind</i></b><br><br />
<b>Cost:</b> 5 motes, <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Supplemental <br><br />
<b>Keywords:</b> Combo-OK, Illusion<br><br />
<b>Duration:</b> Instant<br><br />
<b>Prerequisites:</b> None<br><br />
<i>She spoke with them, and they with her...</i></div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=85891FrivYeti/PCECobaltRiver2011-05-31T22:02:27Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt River of History ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt River of History seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt River is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt River of History Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt River of History may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</i></b><br><br />
<b>Cost:</b> None (1 mote), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br />
<b>Duration:</b> Permanent<br />
<b>Prerequisites:</b> None<br />
<i>... who went before her enemies to learn their strengths.</i><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
<b><i>Battlefield of the Mind</i></b><br />
<b>Cost:</b> 5 motes, <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Supplemental <br><br />
<b>Keywords:</b> Combo-OK, Illusion<br />
<b>Duration:</b> Instant<br />
<b>Prerequisites:</b> None<br />
<i>She spoke with them, and they with her...</i></div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCECobaltRiver&diff=85889FrivYeti/PCECobaltRiver2011-05-31T21:55:17Z<p>FrivYeti: Created page with 'Back to Sidereal Martial Arts ----- == Cobalt River of History == Knowledge is power, and understanding the connections between people and places is integra…'</p>
<hr />
<div>Back to [[FrivYeti/PCESMA|Sidereal Martial Arts]]<br />
-----<br />
<br />
== Cobalt River of History ==<br />
<br />
Knowledge is power, and understanding the connections between people and places is integral to understanding the nature of the world. The Cobalt River of History seeks to understand these connections, learning about their enemies and their friends at once. Any fool can grab a pointed stick and flail about, but only a true seeker of knowledge may strike at their enemies' most vunerable points, understand their natures and drives, and turn them against one another.<br />
<br />
The Cobalt River is thus a rare style to learn, as it requires a student who is both martial and scholarly, at once interested in the defeat of their enemies, and the understanding of the same. It is used primarily by students of the Serenity and Secrets castes, who augment their natural abilities with the powerful Charms listed below.<br />
<br />
=== Limitations ===<br />
<br />
Characters must have an Investigation score of 3 and a Conviction score of 2 to learn Charms of the Cobalt River of History; only those who have considered the world, and are committed to their purpose may walk its mysteries. They must have Conviction 3 to learn Cobalt River of History Form, and Conviction 4 to learn (Pinnacle Charm).<br />
<br />
Cobalt River of History may be used only with one-handed, straight-edged weapons such as straight swords or knives. <br />
<br />
=== Charms ===<br />
<br />
<i>Student's Sutra of Understanding: Once there was a maiden...</i><br />
<br />
<b><i>Truth Spoken Through Blades</b></i><br><br />
<b>Cost:</b> None (1 mote), <b>Mins:</b> Martial Arts 5, Essence 4, <b>Type:</b> Permanent <br><br />
<b>Keywords:</b> None<br />
<b>Duration:</b> Permanent<br />
<b>Prerequisites:</b> None<br />
<i>... who went before her enemies to learn their strengths.</i><br />
<br />
Battle is among the most dangerous of activities, and no one enters it without cause. Warriors wield their desires and beliefs with their swords, and such dedication can be understood by an intelligent watcher. This Charm permanently enhances the character, granting her two new abilities:<br />
* When the character successfully parries or dodges an attack, she may reflexively roll her Perception + Martial Arts, at an external penalty of half the target's Manipulation + Socialize. If successful, the character instantly learns one Intimacy of the attacker. The Intimacy that she learns is always one that she does not already know, and is the Intimacy most connected to the current battle of those she does not already know. The character may only learn one Intimacy per tick.<br />
* When the character attacks a target who successfully parries or dodges the character's attack, she may make the same roll listed above. If she succeeds, she learns the rating of one of the target's Virtues, following the same rules as per Intimacies, above.<br />
<br />
<b><i>Battlefield of the Mind</b></i></div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCESMA&diff=85887FrivYeti/PCESMA2011-05-31T21:23:20Z<p>FrivYeti: /* Secrets */</p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
== Sidereal Martial Arts ==<br />
<br />
Mightiest of the Martial Arts, the Blossom of the Perfected Lotus is the domain of the Sidereal Exalted. In ages past, a select few of their Solar companions learned these Styles, but they are long since dead, and the most lofty of the Arts are now known only to the select few. Some rumors suggest that returning Solars and Abyssals may be learning these styles, but the Sidereals find such a concept too terrifying to contemplate.<br />
<br />
=== General Revisions ===<br />
<br />
Sidereal Martial Arts are complicated styles that can only be developed by the Sidereal Exalted. Without fail, these styles tend to be 7-8 Charms in length, and have Essence requirements ranging from 4 to 5. In addition, every Sidereal Martial Art is associated with a constellation and a Virtue - the constellation provides benefits to those who know them, explaining the Sutra of the Martial Arts, while the related Virtue requires a Sidereal to train her soul to embody a few of the Martial Arts' principles.<br />
<br />
All Sidereal Martial Arts are associated with a single Virtue (or Willpower). In order to learn pre-Form Charms of that martial art, a student must have their Virtue at 2. Learning the Form Charm and post-form Charms requires a Virtue of 3, while learning the pinnacle Charm of each style requires a Virtue at 4. In addition, all Sidereal Martial Arts require the character to have an Ability other than Martial Arts rated at 3.<br />
<br />
Finally, all Sidereal Martial Arts are related to one of the twenty-five constellations. A Sidereal gains benefits for having a high rating in the related astrological College, as follows:<br />
* Once the Sidereal reaches the Form Charm of her style, she learns the Student Sutra of the style. As long as she has the associated College rated at 3 or higher, she reduces the cost of all Charms in that style by 1 mote. This is a permanent effect.<br />
* Once the Sidereal learns every Charm in the tree and masters the style, she learns the Elder Sutra of the style. This can be activated whenever the style's Form Charm is activated at a reflexive cost of 1 Willpower, and reduces the cost of all Charms in that style by half of her related College rating, rounding up. Charms cannot be reduced to below half their original cost, rounding up. The Elder Sutra overrides the Student Sutra when activated. <br />
<br />
Theoretically, combining the principles of a Virtue and that of a constellation always produces the same Sidereal Martial Art, such that you are not so much designing a Style as developing one whose terms are unalterable. Some Sidereals have pointed out that an appropriate reshaping of their understanding could uncover entirely new branches of the Sidereal Martial Arts, by replacing the need for Virtues with something else. Exactly what remains to be discussed, but hints have been uncovered as to their existence in styles such as the Quicksilver Hand of Dreams.<br />
<br />
=== Who Can Learn It ===<br />
<br />
* Sidereals can learn these Charms as the peak of their capabilities. Any Sidereal who has mastered an entire Celestial Martial Arts tree may learn Sidereal trees at a cost of 10 XP if favored, 12 XP if not.<br />
* Solars and Abyssals are not as naturally attuned to these Styles, but they can learn them. They have the same restrictions and pay the same XP costs as Sidereals. Note that, as Solars and Abyssals cannot develop Colleges, they are unable to take advantage of the Sutras of these martial arts.<br />
* Powerful Third Circle Demons have their own strange Infernal arts that are superficially similar to Sidereal Martial Arts, and these Charms may be used to approximate those powers. They cannot, however, actually learn the Charm trees listed below.<br />
* No other force in Creation can learn these effects. This has not stopped attempts from being made, from Lunars trying to design specialized initiations for themselves, through elementals trying to realign their natures with Fate to understand the sutras, to Sidereals attempting to carefully train highly skilled Dragon-Bloods to use their capabilities. These attempts have all failed spectacularly, and usually explosively.<br />
<br />
=== Specific Martial Arts ===<br />
<br />
Due to the near-total changes worked on the Sidereal Martial Arts as a concept, each style listed below has its own page as though it were a new martial art. Such styles are listed by the Caste that is associated with the style's constellation.<br />
<br />
==== Journeys ====<br />
* [[FrivYeti/PCEBordersLogic|Borders of Kaleidoscopic Logic Style]] [Survival (The Ship's Wheel), Willpower]<br />
<br />
==== Serenity ====<br />
* Obsidian Shards of Infinity Style [Integrity (The Mast), Conviction]<br />
<br />
==== Battles ====<br />
* Scarlet-Patterned Battlefield Style [War (The Shield), Valor]<br />
<br />
==== Secrets ====<br />
* [[FrivYeti/PCECobaltRiver| Cobalt River of History Style]] [Investigation (The Key), Conviction]<br />
* [[FrivYeti/PCEPrismaticArrangement|Prismatic Arrangement of Creation Style]] [Lore (The Treasure Trove), Temperance]<br />
* [[FrivYeti/PCERadiantPillars|Radiant Pillars of Heaven Style]] [Occult (The Sorcerer), Temperance]<br />
<br />
==== Endings ====<br />
* Citrine Poxes of Contagion Style [Medicine (The Corpse), Compassion]<br />
* [[FrivYeti/PCECharcoalMarch|Charcoal March of Spiders Style]] [Athletics (The Banner), Conviction]<br />
<br />
==== Esoteric Styles ====<br />
<br />
There are also a few particularly odd, esoteric styles that a few Sidereals have discovered. They include:<br />
<br />
* [[FrivYeti/PCEQuicksilverHand|Quicksilver Hand of Dreams Style]] [Dodge (The Ewer), Arcane]</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/PCESMA&diff=85885FrivYeti/PCESMA2011-05-31T18:32:38Z<p>FrivYeti: /* General Revisions */</p>
<hr />
<div>Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]<br />
-----<br />
<br />
== Sidereal Martial Arts ==<br />
<br />
Mightiest of the Martial Arts, the Blossom of the Perfected Lotus is the domain of the Sidereal Exalted. In ages past, a select few of their Solar companions learned these Styles, but they are long since dead, and the most lofty of the Arts are now known only to the select few. Some rumors suggest that returning Solars and Abyssals may be learning these styles, but the Sidereals find such a concept too terrifying to contemplate.<br />
<br />
=== General Revisions ===<br />
<br />
Sidereal Martial Arts are complicated styles that can only be developed by the Sidereal Exalted. Without fail, these styles tend to be 7-8 Charms in length, and have Essence requirements ranging from 4 to 5. In addition, every Sidereal Martial Art is associated with a constellation and a Virtue - the constellation provides benefits to those who know them, explaining the Sutra of the Martial Arts, while the related Virtue requires a Sidereal to train her soul to embody a few of the Martial Arts' principles.<br />
<br />
All Sidereal Martial Arts are associated with a single Virtue (or Willpower). In order to learn pre-Form Charms of that martial art, a student must have their Virtue at 2. Learning the Form Charm and post-form Charms requires a Virtue of 3, while learning the pinnacle Charm of each style requires a Virtue at 4. In addition, all Sidereal Martial Arts require the character to have an Ability other than Martial Arts rated at 3.<br />
<br />
Finally, all Sidereal Martial Arts are related to one of the twenty-five constellations. A Sidereal gains benefits for having a high rating in the related astrological College, as follows:<br />
* Once the Sidereal reaches the Form Charm of her style, she learns the Student Sutra of the style. As long as she has the associated College rated at 3 or higher, she reduces the cost of all Charms in that style by 1 mote. This is a permanent effect.<br />
* Once the Sidereal learns every Charm in the tree and masters the style, she learns the Elder Sutra of the style. This can be activated whenever the style's Form Charm is activated at a reflexive cost of 1 Willpower, and reduces the cost of all Charms in that style by half of her related College rating, rounding up. Charms cannot be reduced to below half their original cost, rounding up. The Elder Sutra overrides the Student Sutra when activated. <br />
<br />
Theoretically, combining the principles of a Virtue and that of a constellation always produces the same Sidereal Martial Art, such that you are not so much designing a Style as developing one whose terms are unalterable. Some Sidereals have pointed out that an appropriate reshaping of their understanding could uncover entirely new branches of the Sidereal Martial Arts, by replacing the need for Virtues with something else. Exactly what remains to be discussed, but hints have been uncovered as to their existence in styles such as the Quicksilver Hand of Dreams.<br />
<br />
=== Who Can Learn It ===<br />
<br />
* Sidereals can learn these Charms as the peak of their capabilities. Any Sidereal who has mastered an entire Celestial Martial Arts tree may learn Sidereal trees at a cost of 10 XP if favored, 12 XP if not.<br />
* Solars and Abyssals are not as naturally attuned to these Styles, but they can learn them. They have the same restrictions and pay the same XP costs as Sidereals. Note that, as Solars and Abyssals cannot develop Colleges, they are unable to take advantage of the Sutras of these martial arts.<br />
* Powerful Third Circle Demons have their own strange Infernal arts that are superficially similar to Sidereal Martial Arts, and these Charms may be used to approximate those powers. They cannot, however, actually learn the Charm trees listed below.<br />
* No other force in Creation can learn these effects. This has not stopped attempts from being made, from Lunars trying to design specialized initiations for themselves, through elementals trying to realign their natures with Fate to understand the sutras, to Sidereals attempting to carefully train highly skilled Dragon-Bloods to use their capabilities. These attempts have all failed spectacularly, and usually explosively.<br />
<br />
=== Specific Martial Arts ===<br />
<br />
Due to the near-total changes worked on the Sidereal Martial Arts as a concept, each style listed below has its own page as though it were a new martial art. Such styles are listed by the Caste that is associated with the style's constellation.<br />
<br />
==== Journeys ====<br />
* [[FrivYeti/PCEBordersLogic|Borders of Kaleidoscopic Logic Style]] [Survival (The Ship's Wheel), Willpower]<br />
<br />
==== Serenity ====<br />
* Obsidian Shards of Infinity Style [Integrity (The Mast), Conviction]<br />
<br />
==== Battles ====<br />
* Scarlet-Patterned Battlefield Style [War (The Shield), Valor]<br />
<br />
==== Secrets ====<br />
* [[FrivYeti/PCEPrismaticArrangement|Prismatic Arrangement of Creation Style]] [Lore (The Treasure Trove), Temperance]<br />
* [[FrivYeti/PCERadiantPillars|Radiant Pillars of Heaven Style]] [Occult (The Sorcerer), Temperance]<br />
<br />
==== Endings ====<br />
* Citrine Poxes of Contagion Style [Medicine (The Corpse), Compassion]<br />
* [[FrivYeti/PCECharcoalMarch|Charcoal March of Spiders Style]] [Athletics (The Banner), Conviction]<br />
<br />
==== Esoteric Styles ====<br />
<br />
There are also a few particularly odd, esoteric styles that a few Sidereals have discovered. They include:<br />
<br />
* [[FrivYeti/PCEQuicksilverHand|Quicksilver Hand of Dreams Style]] [Dodge (The Ewer), Arcane]</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85853FrivYeti/BagrashStory2011-05-25T01:54:40Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== Story #8 - Titanic Discoveries ===<br />
<br />
* <i>13th of D.F.:</i> Back to Blueglass, where the Unshaped Battle takes place.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85817FrivYeti/BagrashStory2011-05-17T23:43:20Z<p>FrivYeti: /* Story #7 - The Twin Nations Of The North */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
* <i>10th of D.F.:</i> Operation Amubscade!<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85815FrivYeti/BagrashStory2011-05-17T23:15:42Z<p>FrivYeti: /* Story #7 - The Twin Nations Of The North */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> Angaraka arrives on the scene.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85671FrivYeti/BagrashStory2011-04-22T01:31:55Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
* <i>6th of D.F.:</i> The Mulberry bush ripens, calling up Trevor's allies. Investigating Kol's army. <br />
* <i>7th of D.F.:</i> <br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85669FrivYeti/BagrashStory2011-04-22T00:45:29Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king<br />
* <i>3rd to 5th of D.F.:</i> Raising small armies, meeting the Lunars. <br />
<br />
=== THE FUTURE ===<br />
* <i>3rd of Descending Fire:</i> Contacted by the Lunars.<br />
* <i>6th of Descending Fire:</i> Mulberry Bush.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85591FrivYeti/BagrashStory2011-04-13T00:39:10Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. Travel to Halta, talking to the king, kidnapping the king.<br />
<br />
=== THE FUTURE ===<br />
* <i>3rd of Descending Fire:</i> Contacted by the Lunars.<br />
* <i>6th of Descending Fire:</i> Mulberry Bush.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85573FrivYeti/BagrashStory2011-04-12T23:16:42Z<p>FrivYeti: /* Story #7 - The Twin Nations Of The North */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
* <i>1st of Descending Fire:</i> The team gets new orders.<br />
* <i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85571FrivYeti/BagrashStory2011-04-12T23:05:44Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
<i>1st of Descending Fire:</i> The team gets new orders.<br />
<i>2nd of Descending Fire:</i> Arriving in Halta, meeting with Caltia. <br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85459FrivYeti/BagrashStory2011-04-01T01:12:12Z<p>FrivYeti: /* Story #7 - The Twin Nations Of The North */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
<i>1st of Descending Fire:</i> The team gets new orders.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85457FrivYeti/BagrashStory2011-04-01T01:11:29Z<p>FrivYeti: /* Story #6 - Everything Goes Insane */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== Story #7 - The Twin Nations Of The North ===<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85455FrivYeti/BagrashStory2011-04-01T00:14:50Z<p>FrivYeti: /* Story #6 - Everything Goes Insane */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning Octavian.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85453FrivYeti/BagrashStory2011-04-01T00:14:30Z<p>FrivYeti: /* Story #6 - Everything Goes Insane */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
*<i>28th of Resplendent Fire</i>: The discovery of Pavrin Kayrd as the Prophet, death of Shard, and summoning.<br />
<br />
=== THE FUTURE ===</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashBureauMembers&diff=85451FrivYeti/BagrashBureauMembers2011-03-31T22:51:37Z<p>FrivYeti: </p>
<hr />
<div>Back to [[FrivYeti/Bagrash|the Age of Bagrash Kol]]<br />
-----<br />
<br />
== Membership of the Bureau of Destiny ==<br />
<br />
The Bureau of Destiny is a tightly-run ship. With only eighty-eight Sidereals on staff, the Bureau is primarily divided along regional lines. Their members sometimes shift from one Direction to another, as their skills demand, under the auspices of the remaining elders of the Bureau. The gods of the Bureau of Destiny work entirely in Yu-Shan, arranging destinies and acting as support staff for the others.<br />
<br />
There are, of course, other Conventions, arranged and dissolved as matters necessitate. In particular, the Convention on Bagrash Kol counts all of the most senior Sidereals in Creation amongst its members, as they try to decide what to do about the man who may be a grave threat to Creation - or may simply be another ruthless and powerful lord. <br />
<br />
=== Levels of Experience ===<br />
<br />
Overall, the Sidereals are divided into several very roughly named levels of experience - elders, masters, veterans, and neonates. A neonate is any Sidereal who is under 100 years of age, a veteran is up to 500 years old, a master is up to 1000 years old, and an elder is older than that. These are rough terms, of course, since they are used entirely informally, but members of the bureau often use them when deciding how to arrange their forces - having an equal arrangement of power in every direction has been historically valuable. <br />
<br />
The current breakdown of Sidereal experience levels is as follows:<br />
<pre><br />
|| Caste || Neonates || Veterans || Masters || Elders || Total ||<br />
|| All || 25 || 46 || 8 || 9 || 88 ||<br />
|| Journeys || 5 || 8 || 2 || 2 || 17 ||<br />
|| Serenity || 5 || 9 || 1 || 2 || 17 ||<br />
|| Battles || 5 || 9 || 1 || 2 || 18 ||<br />
|| Secrets || 6 || 10 || 2 || 2 || 19 ||<br />
|| Endings || 4 || 10 || 2 || 1 || 17 ||<br />
</pre><br />
<br />
=== The Capital Convention ===<br />
<br />
Seat of the world, at least still officially, the Blessed Isle is the home of more Exalts than anywhere else in Creation, and the Sidereals have spent as much time as possible keeping control of it. The Capital Convention is led by Chejop Kejak - not the eldest Sidereal in Creation, but inarguably the one who has had the most influence on the development of the Realm.<br />
<br />
In total, the Capital Convention numbers twenty-two Sidereals. Notable members are as follows:<br />
<br />
Elders: <br />
* Chejop Kejak, Chair of the Capital Convention [Chosen of Secrets]<br />
* Shajah Holok [Chosen of Serenity]<br />
Masters:<br />
* Ayesha Ura [Chosen of Journeys]<br />
* Lavarin Marduk [Chosen of Battles]<br />
Veterans: <br />
* 12 Veterans [1 Journeys, 4 Serenity, 2 Battles, 3 Secrets, 2 Endings]<br />
Neonates: <br />
* 6 Neonates <br />
<br />
=== The Eastern Convention ===<br />
Handed the most typically chaotic and unruly direction of Creation, the twenty-one Sidereals of the Eastern Convention spend most of their time dealing with minor fate tears caused by an unrivalled amount of Essence-use. Still, they have enough Sidereals to get the job done - as a rule.<br />
<br />
Elders:<br />
* Shimmering Leaf, Chair of the Eastern Convention [Chosen of Journeys]<br />
* Hallin Vosh [Chosen of Secrets]<br />
Masters:<br />
* Cho Lung [Chosen of Endings]<br />
Veterans:<br />
* 13 Veterans [2 Journeys, 3 Serenity, 2 Battles, 2 Secrets]<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Southern Convention ===<br />
Tasked with rebuilding a still-shattered domain, the Southern Convention has been typically undertasked. All of them are glad to be receiving four new neonates, who will help with the many problems facing the area. In total, the South has only eighteen Sidereals - four of the new arrivals.<br />
<br />
Elders:<br />
* Gannelan Ikelle, Convention Chair of the South [Chosen of Serenity]<br />
* Shan Mar [Chosen of Battles]<br />
Masters:<br />
* Nazri [Chosen of Endings]<br />
Veterans:<br />
* Emerald Sky [Chosen of Secrets]<br />
* Distant Steel [Chosen of Journeys]<br />
* Kokaku Mira [Chosen of Battles]<br />
* Jerah Sileni [Chosen of Journeys]<br />
* Sandblown Mokara [Chosen of Endings]<br />
* Venerable Silk [Chosen of Serenity]<br />
Neonates: <br />
* 9 Neonates<br />
<br />
=== The Western Convention ===<br />
Overworked and underfunded, the Western Convention has actually benefited from the rise of Bagrash Kol, as they receive additional assistance to help thwart any westwards expansion of the Great Empire. None would admit this openly, but everyone knows that the situation is temporary - if Kol were to fall tomorrow, this Convention would lose agents to the North. Even then, there are only fourteen Sidereals in the West, with the lowest number of elders to match.<br />
<br />
Elders:<br />
* Tavan Kara, Convention Chair of the West [Chosen of Journeys]<br />
Masters: <br />
* Sapphire Sparrow [Chosen of Secrets]<br />
* Rimaldi Sarath [Chosen of Serenity]<br />
Veterans<br />
* Mohadi Zelios [Chosen of Battles]<br />
* 5 Veterans [1 Journeys, 2 Secrets, 2 Endings]<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Northern Convention ===<br />
<br />
Operating in stealth and in exile, the Northern Convention has been scaled back since the rise of the Sorcerer-King reduced the number of fate errors occurring across the North. This extra time is mostly used on a variety of stealth missions to curb his rise, and every one of the thirteen members of the Northern Convention is a member of the Convention on Bagrash Kol as well.<br />
<br />
Elders:<br />
* Anys Sin, Convention Chair of the North [Chosen of Endings]<br />
* Seven-Blade Petal [Chosen of Battles]<br />
Masters:<br />
* Lupo [Chosen of Secrets]<br />
* Baram Riza [Chosen of Journeys]<br />
Veterans<br />
* Pavrin Kayrd [Chosen of Secrets]<br />
* Commanding Mask [Chosen of Battles]<br />
* Harakken Cyrus [Chosen of Serenity] <br />
* Scarlet Monolith [Chosen of Battles]<br />
* Gareth Windthief [Chosen of Endings]<br />
* Silent Orchid [Chosen of Journeys]<br />
* Thetram Nash [Chosen of Endings]<br />
* Nuadrin Lei [Chosen of Battles]<br />
* Tanaka Cylien [Chosen of Journeys]<br />
<br />
Note: The Northern Convention no longer has neonates - they were reassigned to bolster Circles in the Capital, West, and South after the rise of Bagrash Kol.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashBureauMembers&diff=85449FrivYeti/BagrashBureauMembers2011-03-31T22:43:56Z<p>FrivYeti: /* The Northern Convention */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|the Age of Bagrash Kol]]<br />
-----<br />
<br />
== Membership of the Bureau of Destiny ==<br />
<br />
The Bureau of Destiny is a tightly-run ship. With only eighty-eight Sidereals on staff, the Bureau is primarily divided along regional lines. Their members sometimes shift from one Direction to another, as their skills demand, under the auspices of the remaining elders of the Bureau. The gods of the Bureau of Destiny work entirely in Yu-Shan, arranging destinies and acting as support staff for the others.<br />
<br />
There are, of course, other Conventions, arranged and dissolved as matters necessitate. In particular, the Convention on Bagrash Kol counts all of the most senior Sidereals in Creation amongst its members, as they try to decide what to do about the man who may be a grave threat to Creation - or may simply be another ruthless and powerful lord. <br />
<br />
=== Levels of Experience ===<br />
<br />
Overall, the Sidereals are divided into several very roughly named levels of experience - elders, masters, veterans, and neonates. A neonate is any Sidereal who is under 100 years of age, a veteran is up to 500 years old, a master is up to 1000 years old, and an elder is older than that. These are rough terms, of course, since they are used entirely informally, but members of the bureau often use them when deciding how to arrange their forces - having an equal arrangement of power in every direction has been historically valuable. <br />
<br />
The current breakdown of Sidereal experience levels is as follows:<br />
<pre><br />
|| Caste || Neonates || Veterans || Masters || Elders || Total ||<br />
|| All || 25 || 46 || 8 || 9 || 88 ||<br />
|| Journeys || 5 || 8 || 2 || 2 || 17 ||<br />
|| Serenity || 5 || 9 || 1 || 2 || 17 ||<br />
|| Battles || 5 || 9 || 1 || 2 || 18 ||<br />
|| Secrets || 6 || 10 || 2 || 2 || 19 ||<br />
|| Endings || 4 || 10 || 2 || 1 || 17 ||<br />
</pre><br />
<br />
=== The Capital Convention ===<br />
<br />
Seat of the world, at least still officially, the Blessed Isle is the home of more Exalts than anywhere else in Creation, and the Sidereals have spent as much time as possible keeping control of it. The Capital Convention is led by Chejop Kejak - not the eldest Sidereal in Creation, but inarguably the one who has had the most influence on the development of the Realm.<br />
<br />
In total, the Capital Convention numbers twenty-two Sidereals. Notable members are as follows:<br />
<br />
Elders: <br />
* Chejop Kejak, Chair of the Capital Convention [Chosen of Secrets]<br />
* Shajah Holok [Chosen of Serenity]<br />
Masters:<br />
* Ayesha Ura [Chosen of Journeys]<br />
* Lavarin Marduk [Chosen of Battles]<br />
Veterans: <br />
* 12 Veterans<br />
Neonates: <br />
* 6 Neonates<br />
<br />
=== The Eastern Convention ===<br />
Handed the most typically chaotic and unruly direction of Creation, the twenty-one Sidereals of the Eastern Convention spend most of their time dealing with minor fate tears caused by an unrivalled amount of Essence-use. Still, they have enough Sidereals to get the job done - as a rule.<br />
<br />
Elders:<br />
* Shimmering Leaf, Chair of the Eastern Convention [Chosen of Journeys]<br />
* Hallin Vosh [Chosen of Secrets]<br />
Masters:<br />
* Cho Lung [Chosen of Endings]<br />
Veterans:<br />
* 13 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Southern Convention ===<br />
Tasked with rebuilding a still-shattered domain, the Southern Convention has been typically undertasked. All of them are glad to be receiving four new neonates, who will help with the many problems facing the area. In total, the South has only eighteen Sidereals - four of the new arrivals.<br />
<br />
Elders:<br />
* Gannelan Ikelle, Convention Chair of the South [Chosen of Serenity]<br />
* Shan Mar [Chosen of Battles]<br />
Masters:<br />
* Nazri [Chosen of Endings]<br />
Veterans:<br />
* 6 Veterans<br />
Neonates: <br />
* 9 Neonates<br />
<br />
=== The Western Convention ===<br />
Overworked and underfunded, the Western Convention has actually benefited from the rise of Bagrash Kol, as they receive additional assistance to help thwart any westwards expansion of the Great Empire. None would admit this openly, but everyone knows that the situation is temporary - if Kol were to fall tomorrow, this Convention would lose agents to the North. Even then, there are only fourteen Sidereals in the West, with the lowest number of elders to match.<br />
<br />
Elders:<br />
* Tavan Kara, Convention Chair of the West [Chosen of Journeys]<br />
Masters: <br />
* Sapphire Sparrow [Chosen of Secrets]<br />
* Rimaldi Sarath [Chosen of Serenity]<br />
Veterans<br />
* Mohadi Zelios [Chosen of Battles]<br />
* 5 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Northern Convention ===<br />
<br />
Operating in stealth and in exile, the Northern Convention has been scaled back since the rise of the Sorcerer-King reduced the number of fate errors occurring across the North. This extra time is mostly used on a variety of stealth missions to curb his rise, and every one of the thirteen members of the Northern Convention is a member of the Convention on Bagrash Kol as well.<br />
<br />
Elders:<br />
* Anys Sin, Convention Chair of the North [Chosen of Endings]<br />
* Seven-Blade Petal [Chosen of Battles]<br />
Masters:<br />
* Lupo [Chosen of Secrets]<br />
* Baram Riza [Chosen of Journeys]<br />
Veterans<br />
* Pavrin Kayrd [Chosen of Secrets]<br />
* Commanding Mask [Chosen of Battles]<br />
* Harakken Cyrus [Chosen of Serenity] <br />
* Scarlet Monolith [Chosen of Battles]<br />
* Gareth Windthief [Chosen of Endings]<br />
* Silent Orchid [Chosen of Journeys]<br />
* Thetram Nash [Chosen of Secrets]<br />
* Nuadrin Lei [Chosen of Battles]<br />
* Tanaka Cylien [Chosen of Journeys]<br />
<br />
Note: The Northern Convention no longer has neonates - they were reassigned to bolster Circles in the Capital, West, and South after the rise of Bagrash Kol.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashBureauMembers&diff=85447FrivYeti/BagrashBureauMembers2011-03-31T22:40:55Z<p>FrivYeti: /* The Western Convention */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|the Age of Bagrash Kol]]<br />
-----<br />
<br />
== Membership of the Bureau of Destiny ==<br />
<br />
The Bureau of Destiny is a tightly-run ship. With only eighty-eight Sidereals on staff, the Bureau is primarily divided along regional lines. Their members sometimes shift from one Direction to another, as their skills demand, under the auspices of the remaining elders of the Bureau. The gods of the Bureau of Destiny work entirely in Yu-Shan, arranging destinies and acting as support staff for the others.<br />
<br />
There are, of course, other Conventions, arranged and dissolved as matters necessitate. In particular, the Convention on Bagrash Kol counts all of the most senior Sidereals in Creation amongst its members, as they try to decide what to do about the man who may be a grave threat to Creation - or may simply be another ruthless and powerful lord. <br />
<br />
=== Levels of Experience ===<br />
<br />
Overall, the Sidereals are divided into several very roughly named levels of experience - elders, masters, veterans, and neonates. A neonate is any Sidereal who is under 100 years of age, a veteran is up to 500 years old, a master is up to 1000 years old, and an elder is older than that. These are rough terms, of course, since they are used entirely informally, but members of the bureau often use them when deciding how to arrange their forces - having an equal arrangement of power in every direction has been historically valuable. <br />
<br />
The current breakdown of Sidereal experience levels is as follows:<br />
<pre><br />
|| Caste || Neonates || Veterans || Masters || Elders || Total ||<br />
|| All || 25 || 46 || 8 || 9 || 88 ||<br />
|| Journeys || 5 || 8 || 2 || 2 || 17 ||<br />
|| Serenity || 5 || 9 || 1 || 2 || 17 ||<br />
|| Battles || 5 || 9 || 1 || 2 || 18 ||<br />
|| Secrets || 6 || 10 || 2 || 2 || 19 ||<br />
|| Endings || 4 || 10 || 2 || 1 || 17 ||<br />
</pre><br />
<br />
=== The Capital Convention ===<br />
<br />
Seat of the world, at least still officially, the Blessed Isle is the home of more Exalts than anywhere else in Creation, and the Sidereals have spent as much time as possible keeping control of it. The Capital Convention is led by Chejop Kejak - not the eldest Sidereal in Creation, but inarguably the one who has had the most influence on the development of the Realm.<br />
<br />
In total, the Capital Convention numbers twenty-two Sidereals. Notable members are as follows:<br />
<br />
Elders: <br />
* Chejop Kejak, Chair of the Capital Convention [Chosen of Secrets]<br />
* Shajah Holok [Chosen of Serenity]<br />
Masters:<br />
* Ayesha Ura [Chosen of Journeys]<br />
* Lavarin Marduk [Chosen of Battles]<br />
Veterans: <br />
* 12 Veterans<br />
Neonates: <br />
* 6 Neonates<br />
<br />
=== The Eastern Convention ===<br />
Handed the most typically chaotic and unruly direction of Creation, the twenty-one Sidereals of the Eastern Convention spend most of their time dealing with minor fate tears caused by an unrivalled amount of Essence-use. Still, they have enough Sidereals to get the job done - as a rule.<br />
<br />
Elders:<br />
* Shimmering Leaf, Chair of the Eastern Convention [Chosen of Journeys]<br />
* Hallin Vosh [Chosen of Secrets]<br />
Masters:<br />
* Cho Lung [Chosen of Endings]<br />
Veterans:<br />
* 13 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Southern Convention ===<br />
Tasked with rebuilding a still-shattered domain, the Southern Convention has been typically undertasked. All of them are glad to be receiving four new neonates, who will help with the many problems facing the area. In total, the South has only eighteen Sidereals - four of the new arrivals.<br />
<br />
Elders:<br />
* Gannelan Ikelle, Convention Chair of the South [Chosen of Serenity]<br />
* Shan Mar [Chosen of Battles]<br />
Masters:<br />
* Nazri [Chosen of Endings]<br />
Veterans:<br />
* 6 Veterans<br />
Neonates: <br />
* 9 Neonates<br />
<br />
=== The Western Convention ===<br />
Overworked and underfunded, the Western Convention has actually benefited from the rise of Bagrash Kol, as they receive additional assistance to help thwart any westwards expansion of the Great Empire. None would admit this openly, but everyone knows that the situation is temporary - if Kol were to fall tomorrow, this Convention would lose agents to the North. Even then, there are only fourteen Sidereals in the West, with the lowest number of elders to match.<br />
<br />
Elders:<br />
* Tavan Kara, Convention Chair of the West [Chosen of Journeys]<br />
Masters: <br />
* Sapphire Sparrow [Chosen of Secrets]<br />
* Rimaldi Sarath [Chosen of Serenity]<br />
Veterans<br />
* Mohadi Zelios [Chosen of Battles]<br />
* 5 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Northern Convention ===<br />
<br />
Operating in stealth and in exile, the Northern Convention has been scaled back since the rise of the Sorcerer-King reduced the number of fate errors occurring across the North. This extra time is mostly used on a variety of stealth missions to curb his rise, and every one of the thirteen members of the Northern Convention is a member of the Convention on Bagrash Kol as well.<br />
<br />
Elders:<br />
* Anys Sin, Convention Chair of the North [Chosen of Endings]<br />
* Seven-Blade Petal [Chosen of Battles]<br />
Masters:<br />
* Lupo [Chosen of Secrets]<br />
* Baram Riza [Chosen of Journeys]<br />
Veterans<br />
* Pavrin Kayrd [Chosen of Secrets]<br />
* Commanding Mask [Chosen of Battles]<br />
* Harakken Cyrus [Chosen of Serenity] <br />
* Scarlet Monolith [Chosen of Battles]<br />
* Gareth Windthief [Chosen of Endings]<br />
* Silent Orchid [Chosen of Journeys]<br />
* Thetram Nash [Chosen of Secrets]<br />
* Nuadrin Lei [Chosen of Battles]<br />
* Tanaka Cylien [Chosen of Secrets]<br />
<br />
Note: The Northern Convention no longer has neonates - they were reassigned to bolster Circles in the Capital, West, and South after the rise of Bagrash Kol.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashBureauMembers&diff=85445FrivYeti/BagrashBureauMembers2011-03-31T22:38:35Z<p>FrivYeti: /* The Northern Convention */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|the Age of Bagrash Kol]]<br />
-----<br />
<br />
== Membership of the Bureau of Destiny ==<br />
<br />
The Bureau of Destiny is a tightly-run ship. With only eighty-eight Sidereals on staff, the Bureau is primarily divided along regional lines. Their members sometimes shift from one Direction to another, as their skills demand, under the auspices of the remaining elders of the Bureau. The gods of the Bureau of Destiny work entirely in Yu-Shan, arranging destinies and acting as support staff for the others.<br />
<br />
There are, of course, other Conventions, arranged and dissolved as matters necessitate. In particular, the Convention on Bagrash Kol counts all of the most senior Sidereals in Creation amongst its members, as they try to decide what to do about the man who may be a grave threat to Creation - or may simply be another ruthless and powerful lord. <br />
<br />
=== Levels of Experience ===<br />
<br />
Overall, the Sidereals are divided into several very roughly named levels of experience - elders, masters, veterans, and neonates. A neonate is any Sidereal who is under 100 years of age, a veteran is up to 500 years old, a master is up to 1000 years old, and an elder is older than that. These are rough terms, of course, since they are used entirely informally, but members of the bureau often use them when deciding how to arrange their forces - having an equal arrangement of power in every direction has been historically valuable. <br />
<br />
The current breakdown of Sidereal experience levels is as follows:<br />
<pre><br />
|| Caste || Neonates || Veterans || Masters || Elders || Total ||<br />
|| All || 25 || 46 || 8 || 9 || 88 ||<br />
|| Journeys || 5 || 8 || 2 || 2 || 17 ||<br />
|| Serenity || 5 || 9 || 1 || 2 || 17 ||<br />
|| Battles || 5 || 9 || 1 || 2 || 18 ||<br />
|| Secrets || 6 || 10 || 2 || 2 || 19 ||<br />
|| Endings || 4 || 10 || 2 || 1 || 17 ||<br />
</pre><br />
<br />
=== The Capital Convention ===<br />
<br />
Seat of the world, at least still officially, the Blessed Isle is the home of more Exalts than anywhere else in Creation, and the Sidereals have spent as much time as possible keeping control of it. The Capital Convention is led by Chejop Kejak - not the eldest Sidereal in Creation, but inarguably the one who has had the most influence on the development of the Realm.<br />
<br />
In total, the Capital Convention numbers twenty-two Sidereals. Notable members are as follows:<br />
<br />
Elders: <br />
* Chejop Kejak, Chair of the Capital Convention [Chosen of Secrets]<br />
* Shajah Holok [Chosen of Serenity]<br />
Masters:<br />
* Ayesha Ura [Chosen of Journeys]<br />
* Lavarin Marduk [Chosen of Battles]<br />
Veterans: <br />
* 12 Veterans<br />
Neonates: <br />
* 6 Neonates<br />
<br />
=== The Eastern Convention ===<br />
Handed the most typically chaotic and unruly direction of Creation, the twenty-one Sidereals of the Eastern Convention spend most of their time dealing with minor fate tears caused by an unrivalled amount of Essence-use. Still, they have enough Sidereals to get the job done - as a rule.<br />
<br />
Elders:<br />
* Shimmering Leaf, Chair of the Eastern Convention [Chosen of Journeys]<br />
* Hallin Vosh [Chosen of Secrets]<br />
Masters:<br />
* Cho Lung [Chosen of Endings]<br />
Veterans:<br />
* 13 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Southern Convention ===<br />
Tasked with rebuilding a still-shattered domain, the Southern Convention has been typically undertasked. All of them are glad to be receiving four new neonates, who will help with the many problems facing the area. In total, the South has only eighteen Sidereals - four of the new arrivals.<br />
<br />
Elders:<br />
* Gannelan Ikelle, Convention Chair of the South [Chosen of Serenity]<br />
* Shan Mar [Chosen of Battles]<br />
Masters:<br />
* Nazri [Chosen of Endings]<br />
Veterans:<br />
* 6 Veterans<br />
Neonates: <br />
* 9 Neonates<br />
<br />
=== The Western Convention ===<br />
Overworked and underfunded, the Western Convention has actually benefited from the rise of Bagrash Kol, as they receive additional assistance to help thwart any westwards expansion of the Great Empire. None would admit this openly, but everyone knows that the situation is temporary - if Kol were to fall tomorrow, this Convention would lose agents to the North. Even then, there are only fourteen Sidereals in the West, with the lowest number of elders to match.<br />
<br />
Elders:<br />
* Tavan Kara, Convention Chair of the West [Chosen of Journeys]<br />
Masters: <br />
* Sapphire Sparrow [Chosen of Secrets]<br />
* Rimaldi Sarath [Chosen of Serenity]<br />
Veterans<br />
* 6 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Northern Convention ===<br />
<br />
Operating in stealth and in exile, the Northern Convention has been scaled back since the rise of the Sorcerer-King reduced the number of fate errors occurring across the North. This extra time is mostly used on a variety of stealth missions to curb his rise, and every one of the thirteen members of the Northern Convention is a member of the Convention on Bagrash Kol as well.<br />
<br />
Elders:<br />
* Anys Sin, Convention Chair of the North [Chosen of Endings]<br />
* Seven-Blade Petal [Chosen of Battles]<br />
Masters:<br />
* Lupo [Chosen of Secrets]<br />
* Baram Riza [Chosen of Journeys]<br />
Veterans<br />
* Pavrin Kayrd [Chosen of Secrets]<br />
* Commanding Mask [Chosen of Battles]<br />
* Harakken Cyrus [Chosen of Serenity] <br />
* Scarlet Monolith [Chosen of Battles]<br />
* Gareth Windthief [Chosen of Endings]<br />
* Silent Orchid [Chosen of Journeys]<br />
* Thetram Nash [Chosen of Secrets]<br />
* Nuadrin Lei [Chosen of Battles]<br />
* Tanaka Cylien [Chosen of Secrets]<br />
<br />
Note: The Northern Convention no longer has neonates - they were reassigned to bolster Circles in the Capital, West, and South after the rise of Bagrash Kol.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashBureauMembers&diff=85437FrivYeti/BagrashBureauMembers2011-03-31T00:11:19Z<p>FrivYeti: /* The Northern Convention */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|the Age of Bagrash Kol]]<br />
-----<br />
<br />
== Membership of the Bureau of Destiny ==<br />
<br />
The Bureau of Destiny is a tightly-run ship. With only eighty-eight Sidereals on staff, the Bureau is primarily divided along regional lines. Their members sometimes shift from one Direction to another, as their skills demand, under the auspices of the remaining elders of the Bureau. The gods of the Bureau of Destiny work entirely in Yu-Shan, arranging destinies and acting as support staff for the others.<br />
<br />
There are, of course, other Conventions, arranged and dissolved as matters necessitate. In particular, the Convention on Bagrash Kol counts all of the most senior Sidereals in Creation amongst its members, as they try to decide what to do about the man who may be a grave threat to Creation - or may simply be another ruthless and powerful lord. <br />
<br />
=== Levels of Experience ===<br />
<br />
Overall, the Sidereals are divided into several very roughly named levels of experience - elders, masters, veterans, and neonates. A neonate is any Sidereal who is under 100 years of age, a veteran is up to 500 years old, a master is up to 1000 years old, and an elder is older than that. These are rough terms, of course, since they are used entirely informally, but members of the bureau often use them when deciding how to arrange their forces - having an equal arrangement of power in every direction has been historically valuable. <br />
<br />
The current breakdown of Sidereal experience levels is as follows:<br />
<pre><br />
|| Caste || Neonates || Veterans || Masters || Elders || Total ||<br />
|| All || 25 || 46 || 8 || 9 || 88 ||<br />
|| Journeys || 5 || 8 || 2 || 2 || 17 ||<br />
|| Serenity || 5 || 9 || 1 || 2 || 17 ||<br />
|| Battles || 5 || 9 || 1 || 2 || 18 ||<br />
|| Secrets || 6 || 10 || 2 || 2 || 19 ||<br />
|| Endings || 4 || 10 || 2 || 1 || 17 ||<br />
</pre><br />
<br />
=== The Capital Convention ===<br />
<br />
Seat of the world, at least still officially, the Blessed Isle is the home of more Exalts than anywhere else in Creation, and the Sidereals have spent as much time as possible keeping control of it. The Capital Convention is led by Chejop Kejak - not the eldest Sidereal in Creation, but inarguably the one who has had the most influence on the development of the Realm.<br />
<br />
In total, the Capital Convention numbers twenty-two Sidereals. Notable members are as follows:<br />
<br />
Elders: <br />
* Chejop Kejak, Chair of the Capital Convention [Chosen of Secrets]<br />
* Shajah Holok [Chosen of Serenity]<br />
Masters:<br />
* Ayesha Ura [Chosen of Journeys]<br />
* Lavarin Marduk [Chosen of Battles]<br />
Veterans: <br />
* 12 Veterans<br />
Neonates: <br />
* 6 Neonates<br />
<br />
=== The Eastern Convention ===<br />
Handed the most typically chaotic and unruly direction of Creation, the twenty-one Sidereals of the Eastern Convention spend most of their time dealing with minor fate tears caused by an unrivalled amount of Essence-use. Still, they have enough Sidereals to get the job done - as a rule.<br />
<br />
Elders:<br />
* Shimmering Leaf, Chair of the Eastern Convention [Chosen of Journeys]<br />
* Hallin Vosh [Chosen of Secrets]<br />
Masters:<br />
* Cho Lung [Chosen of Endings]<br />
Veterans:<br />
* 13 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Southern Convention ===<br />
Tasked with rebuilding a still-shattered domain, the Southern Convention has been typically undertasked. All of them are glad to be receiving four new neonates, who will help with the many problems facing the area. In total, the South has only eighteen Sidereals - four of the new arrivals.<br />
<br />
Elders:<br />
* Gannelan Ikelle, Convention Chair of the South [Chosen of Serenity]<br />
* Shan Mar [Chosen of Battles]<br />
Masters:<br />
* Nazri [Chosen of Endings]<br />
Veterans:<br />
* 6 Veterans<br />
Neonates: <br />
* 9 Neonates<br />
<br />
=== The Western Convention ===<br />
Overworked and underfunded, the Western Convention has actually benefited from the rise of Bagrash Kol, as they receive additional assistance to help thwart any westwards expansion of the Great Empire. None would admit this openly, but everyone knows that the situation is temporary - if Kol were to fall tomorrow, this Convention would lose agents to the North. Even then, there are only fourteen Sidereals in the West, with the lowest number of elders to match.<br />
<br />
Elders:<br />
* Tavan Kara, Convention Chair of the West [Chosen of Journeys]<br />
Masters: <br />
* Sapphire Sparrow [Chosen of Secrets]<br />
* Rimaldi Sarath [Chosen of Serenity]<br />
Veterans<br />
* 6 Veterans<br />
Neonates:<br />
* 5 Neonates<br />
<br />
=== The Northern Convention ===<br />
<br />
Operating in stealth and in exile, the Northern Convention has been scaled back since the rise of the Sorcerer-King reduced the number of fate errors occurring across the North. This extra time is mostly used on a variety of stealth missions to curb his rise, and every one of the thirteen members of the Northern Convention is a member of the Convention on Bagrash Kol as well.<br />
<br />
Elders:<br />
* Anys Sin, Convention Chair of the North [Chosen of Endings]<br />
* Seven-Blade Petal [Chosen of Battles]<br />
Masters:<br />
* Lupo [Chosen of Secrets]<br />
* Baram Riza [Chosen of Journeys]<br />
Veterans<br />
* Pavrin Kayrd [Chosen of Secrets]<br />
* Commanding Mask [Chosen of Battles]<br />
* [Chosen of Serenity] <br />
* [Chosen of Battles]<br />
* [Chosen of Endings]<br />
* [Chosen of Journeys]<br />
* [Chosen of Secrets]<br />
* [Chosen of Battles]<br />
* [Chosen of Secrets]<br />
<br />
Note: The Northern Convention no longer has neonates - they were reassigned to bolster Circles in the Capital, West, and South after the rise of Bagrash Kol.</div>FrivYetihttp://exalted.xi.co.nz/w/index.php?title=FrivYeti/BagrashStory&diff=85043FrivYeti/BagrashStory2011-03-04T02:31:48Z<p>FrivYeti: /* Story #6 - Everything Goes Insane */</p>
<hr />
<div>Back to [[FrivYeti/Bagrash|A Fractured Mirror]]<br />
-----<br />
<br />
=== Story #1 - On-The-Job Training ===<br />
<br />
*<i>9th of Resplendent Wood</i>: The Circle reports to Chiaroscuro to meet with Gannelan Ikelle, Chairwoman of the Southern Convention of the Bureau of Destiny. Ikelle gives the crew their major duties (Varang for Yasu, civilized nomads for Saren, urban crime for Cormorant, and Yozi Cults for Pendaron'), explains how their days will generally work, and then promptly drops their first mission in their laps - guard [[FrivYeti/BagrashViridian|Manosque Viridian]] as the young Dragon-Blood seeks to gather a Wyld Hunt to destroy a local Fair Folk lord. Viridian was fated to kill a bandit king, but the Fair Folk got the bandit first and set up shop.<br />
*<i>10-11th of Resplendent Wood</i>: The Circle sets their plans into motion. While Yasu lays destinies on Viridian's allies and enemies, and Pendaron helps disgrace said enemies, Saren cloaks himself as a mortal soldier and signs on with the Hunt. Cormorant went ahead to scout out the Fair Folk and learn their capabilities.<br />
*<i>12th of Resplendent Wood</i>: Cormorant faces off against Razan at the bandit camp, dealing damage to him. <br />
*<i>14th of Resplendent Wood</i>: Cormorant meets with Manosque Viridian, and pretends to be a mortal. He sells Viridian the information on the camp.<br />
*<i>15th of Resplendent Wood</i>: The battle against Razan.<br />
*<i>18th of Resplendent Wood</i>: Return to Chiaroscuro, and to Yu-Shan. Getting all of their work. Downtime begins.<br />
<br />
=== Story #2 - What the Deuce? ===<br />
<br />
*<i>3rd of Descending Wood</i>: The group is assigned to their second Convention.<br />
*<i>6th of Descending Wood</i>: Millia approaches Pendaron for a bit of help. <br />
*<i>7th of Descending Wood</i>: Pendaron and Cormorant visit Blueglass Springs, Saren and Yukio visit the court of Kraxis.<br />
*<i>8th of Descending Wood</i>: Everyone meets up in Blueglass, meets with King Srat, discovers the thaumaturgy and the demon-manse.<br />
*<i>9th of Descending Wood</i>: The Cat Food Fiasco takes place.<br />
*<i>10th of Descending Wood</i>: Entering the manse and battling Komitrell.<br />
<br />
=== Story #3 - Trouble In Larnan ===<br />
*<i>14th of Descending Wood</i>: Band Meeting<br />
*<i>19th of Descending Wood</i>: Next Official Mission Granted! Time to go to Larnan.<br />
*<i>20th of Descending Wood</i>: Arrival at Larnan, discovering that there is poison everywhere. Tracking down Tsan Shara, tricking her into divulging information. <br />
*<i>22nd of Descending Wood</i>: The Banquet!<br />
*<i>26th of Descending Wood</i>: Meeting with Pavrin Kayrd<br />
*<i>6th of Ascending Fire</i>: Next Mission - stop disaster! Travel to Perrik.<br />
*<i>7th of Ascending Fire</i>: Destroying the obelisk<br />
<br />
=== Story #4 - The Tomb Of Hadacas ===<br />
*<i>15th of Ascending Fire</i>: Arrival in Westerhollow<br />
*<i>18th of Ascending Fire</i>: Reaching the Tomb of Hadacas<br />
*<i>20th of Ascending Fire</i>: Leaving the tomb and dropping Viridian with the caravan, returning to Yu-Shan<br />
*<i>1st of Resplendent Fire</i>: On the way to An-Teng<br />
<br />
=== Story #5 - There Is No White Veil Society ===<br />
<br />
*<i>1st of Resplendent Fire</i>: Settling in at An-Teng.<br />
*<i>3rd of Resplendent Fire</i>: Ephraim plants the Magical Mulberry Bush.<br />
*<i>5th-7th of Resplendent Fire</i>: Trevor has a meeting with Adran the Nox-selling merchant, and sets up destiny on the local inn Hadako visits.<br />
*<i>8th of Resplendent Fire</i>: The Embracing Life bush ripens.<br />
*<i>9th of Resplendent Fire</i>: Clusterf**k in Noxtown.<br />
<br />
=== Story #6 - Everything Goes Insane ===<br />
*<i>10th of Resplendent Fire</i>: Going to the Fane.<br />
*<i>11th of Resplendent Fire</i>: Travelling to the Pinnacle of Mercy, speaking with the Golden Lord, and returning to Salt-Founded Glory.<br />
*<i>12th of Resplendent Fire</i>: News from Macelburg reaches the Wyld Hunt.<br />
*<i>15th of Resplendent Fire</i>: The Wyld Hunt goes after Shale, the assassination takes place.<br />
*<i>16th of Resplendent Fire</i>: The gang war begins, the real war also begins. <br />
*<i>18th of Resplendent Fire</i>: Shisa arrives, the Realm sets sail. God of Mirrors does his thing and promptly forgets.<br />
*<i>19th of Resplendent Fire</i>: Travel to Dragon's Jaw.<br />
*<i>21st of Resplendent Fire</i>: Hawk contacts Gina.<br />
*<i>22nd of Resplendent Fire</i>: The party recovers the second mulberry bush, then removes their own memories. Yay!<br />
*<i>24th of Resplendent Fire</i>: Iselsi Jakara and her legion arrive in An-Teng.<br />
*<i>26th of Resplendent Fire</i>: Sanctum Discovery Method<br />
<br />
=== THE FUTURE ===</div>FrivYeti