TheHoverpope/BrightestIsle
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The Brightest Isle
A incredibly powerful solar demesne, it is hidden from the world by the shifting waves of the deep southwest. There is no reason to approach the island, as there is nothing within hundreds of miles but the Wyld far to the south; it has remained unbuilt upon since the first age. In the tumultuous end of that age, the solar who had dwelled there annihilated his manse and his self in a grand gesture of defiance; this only strengthened the demesne. Now, it is a large mountain island stretching upwards with uncannily steep sides. It is covered in densely grown vegetation, all perfect, and swarms with animals growing brightly with divine power; even in the night time, it is as bright as daylight from the glow that is emitted by every cell of every plant and animal.
This demesne, unlike others, is utterly inimical to the fair folk. They take a level of unsoakable aggravated damage every hour while inside the demesne.
Mutations
The brightest isle typically imposes the following mutations, among other more generic ones:
The Strength and Majesty cascade
One with the World's Love
1 mutation point
The intimacies of the beings are made potent; they now offer +2 and -2 variables to MDV.
Strength of Soul
2 mutation points
The power of the sun infuses the souls of mutated beings. When the being channels or rolls one virtue, selected when they gain this mutation, add one die.
The Hope for Might
4 mutation points
The being has the potential to become as powerful as they strive. The caps on their physical attributes, appearance, and perception are increased by 1. This, coincidentally, increases the caps that Bestial Traits Technique, Tiger Warrior Training Technique, and similar charms may raise the limit to.
Force of Will
6 mutation points
The being is able to apply their full force of will to a desire. Once per story, the being is able to pay a willpower to add their permanent willpower in dice to a single roll.
The Solar cascade
Sunlight-Touched
1 Mutation Point
The being is touched by the faintest light of the sun at all times; they suffer a -1 external penalty to stealth attempts, but a get +1 to appearance.
Blessing of Sunlight
2 Mutation Points
Prerequisites: Sunlight-Touched
The being is touched by the unlimited power of the sun - they resist poisons and diseases as an exalt. If they already do, they gain two bonus dice to all rolls to resist diseases and poison.
Sun-Shard Majesty
4 Mutation points
Prerequisites: Blessing of Sunlight
The being so touched by the glorious perfection of the sun cannot contain its majesty; it bursts forth from their pores and fills their breaths. The creature glows with the brightness of a 7-10 mote solar anima banner at all times, although this looks like natural sunlight, not red torchlight or a golden solar haze - in effect, they are always treated as being in daylight, with predictable consequences for stealth. All creatures of darkness, including the fair folk, within ten yards suffer an external penalty of +3 to all actions, and attacks made by the mutated creature do +3A damage to them.
All-Enveloping Solar Light
6 Mutation points
Prerequisites: Sun-Shard Majesty
The being is surrounded by the perfection and the glory of the sun. The being becomes partially one of light; they may substitute an hour of exposure to sunlight for a day's worth of food or water, and reduce pre-rolled damage by one die against themselves unless the attack can hit immaterial beings.