JesseLowe/Iridia

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Once a resort spot for the Realm upper classes, the proximity of Thorns and the Mask of Winters has turned Iridia into a dangerous place, where only the brave and the desperate go. Treasure left by fleeing Dynasts may be found, but so are traps and monsters.

  • Former Realm resort and estates
  • Now home to theJesseLowe/Kamsa
  • Temporary base for the Solar Wind Fleet and the Lookshy Navy
    • 850 miles by sea from Lookshy

Main Harbor and City: The Haven of Red-Beaked Gulls

  • Very good harbor
  • Has a small Realm garrison (of House Nellens) that has reached an accomodation with Eino Selin, leader of the Kamsa
  • Primary population center of Iridia; fortified city.

As of 773

Under the rule of Eino Selin and with the protection of the Solar Wind Fleet, Iridia has recovered since the second fall of Thorns. It has been helped considerably by taking in refugees from the Realm Civil War. These refugees have swelled the population and brought valuable skills -- not least in the form of House Nellens' mercantile connections. (Speaking of, how many of that House sheltered with Kaizoku?) Eino Selin's only requirement, beyond loyalty, is the mandatory worship of the Unconquered Sun. This has proven to be a sticking point for some, but his persuasiveness overcomes most objections. Those that can't be persuaded have been exiled -- they usually travel to Lookshy or Harborhead.

As of now, Iridia is in a boom cycle -- there's plenty of land, the Exalted and Tiger Warriors have destroyed most of the threats on the island and brought its gods into line, and there are no immediate threats. Haven is a bustling trade city poised to take the place of Thorns if it can just grow fast enough. Of course, its continued existence is a poke in the eye for the Realm, made worse by the worship of the Unconquered Sun.

About 1/2 of the population is Kamsa, and they form the largest coherent group. 1/4 Realm refugees, 1/4 Scavenger Lands refugees. More or less.

Mandate of Heaven

Magnitude 4

Military 3
Culture 2
Government 2

Awareness 2
Bureaucracy 2
Craft 2
Integrity 3
Investigation 1
Occult 2
Performance 1
Presence 3
Stealth 2
War 3

Conviction 3
Compassion 2
Temperance 2
Valor 4

Virtue Flaw

Limit 2

Willpower 7

20 bonus points