TheThirdAge/Setting

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Map of the Third Age

Working version - proper image in the works right now

http://i8.photobucket.com/albums/a3/DeathBySurfeit/MapoftheThirdAgeII.jpg

Autocthonian Nations

(note form)

  • Gulak - Emerging across the sundered mountaintops of the Southeast, Gulak's many geothermal plants, steelworks and isolated shrines dot the now smog-shrouded peaks, connected by ash-dusted access pathways. Isolated from much of Sovan influence and devastated by the Baalorian Crusade, its people work tirelessly to assemble automatons sufficient to replenish their lost numbers.
  • Estasia - Its armed fortresses arriving unscathed across the Northwest, Estasia is one vast agglomerate of citadels and barricades running from the mountain peaks to the chill shores, an impregnable bastion against invasion and continuing source of military support for Sova.
  • Sova - Centred upon the glowing crater of the Crucible, Sova's brilliant architecture spans the breadth of the Imperial Mountain and across the remains of the Blessed Isle. Their people are the fiercely disciplined overseers of the Sovan Arc, unthinking in their service maintaining Autocthon's realm.
  • Yugash - Its old structures slowly corroding away in the toxic muck that underlies it, Yugash has since built itself upon layers of scaffolding to escape the hungry quagmire beneath it. Its fruitful economy and large domain make it the real powerhouse of the Sovan Arc, and eagerly defended by its rulers.
  • Claslat - The peoples of Claslat were unique amongst their kin, embracing the natives of Creation in the struggle against the Baalorian Crusade. For this, they were abandoned by their peers and left to face the onslaught alongside reinforcements from Nexus and Lookshy. Though much of their infrastructure was destroyed, Claslat remains as a slum-state lurid in neon decoration and the quixotic clash of cultures.
  • Kamak - Beneath its barren walls of steel and stone, bristling with unseen defences, Kamak pursues an isolationist policy. Granted protection enough its location in the far North, and wealth by its foundings, Kamak has closed itself off to outside influence - but what of dangers within?
  • Jarish - Far separated from Sovan influence by its perch in the far East, Jarish mounts a constant defence against the raiding parties of the Wastes. The walls of its cities are surrounded by successive perimeters of barren ground, adorned with defences and sorcerous traps.
  • Nurad - Fallen at the forefront of the Baalorian Crusade, Nurad's twisting spires and shifting buildings operate under the rule of the fey, running in horrific parody of Sovan life.

Craft in Reality

Since the reemergence of Autocthon, the creative arts have become something more innate to human nature. Under His influence, craftwork is more a matter of inspiration and ingenuity creatively applied than formalised routine. To reflect this, all creatures that are not foreign to Reality may purchase Craft dots in 'foundations' rather than individual disciplines. The Creationborn foundation encompasses all five of the conventional Craft skills (Air, Earth, Fire, Water and Wood). The Autocthonian foundation encompasses all of Autocthonian craft - Crystal (programming), Lightning (electronics), Metal (metallurgy), Oil (chemistry) and Steam (mechanics). Esoteric Craft skills (such as Fate or Necrosurgery) must still be purchased individually.

Lore in Reality

At the dawn of the Third Age, worlds literally collided. Half of the new world's inhabitants knew solely of life in Autocthonia over the last few thousand years, whilst the others knew only of the events in Creation. Both experienced the Locust Crusade, but it was from different perspectives. Consequently, the Lore ability is split into two foundations - Autocthonian lore, which covers Sovan politics, technologies, factions and understanding; and Creationborn lore, which covers contemporary life in the Undercity, the entities resident in the Wastes, and the history of Creation. These must be purchased separately.

Sovan Social Structure

Note: this is work in progress. Comments appreciated!

Olgatry:

  • 1st cadre: Plutarchs - all involved in the monitoring of affairs, relaying of messages, assistance to Regulators. Menial spies, couriers, guards and thugs.
  • 2nd cadre: Regulators - more militaristic; function as military sergeants also. No differentiation in rank - seniors get no special benefits.
  • 3rd cadre: Adjudicators - freeroaming, even more badass, authority over heresy also - commissars in military situations.
  • 4th cadre: Autarch - automatically the director and general also. Sub-director's position (Superior - Inferior) is maintained. Rulers of all infrastructure in a city.

Uniform is consistent, but increasingly armoured and imposing. Much heavier martial focus.

Theomacracy:

  • 1st cadre: Logians - all involved with study and ordered revision and interpretation of religious texts.
  • 2nd cadre: Lectors - preachers and carriers of the divine message, more puritan than their predecessors. Preceptors have been merged into Adjudicator role.
  • 3rd cadre: Clerics - designers of dogma, directors of lector broadcasts and general propoganda artists.
  • 4th cadre: Celebrants - as ever. Overseers and editors of Cleric function. Rulers of all minds in a city.

Uniform is consistent, but increasingly convoluted and ornate. Maybe intertwine martial arts in, for a more badass feel?

Sodalities:

  • 1st cadre: Engineers - members of Populat selected for specialised training. Effectively technical experts and little more.
  • 2nd cadre: Facilitates - selected from the most promising Engineers for assistance to the Logicians
  • 3rd cadre: Logicians - almost entirely autonomous researchers, indolent and detached from the flow of society.
  • 4th cadre: None - Logicians are loathe to submit to higher authority, although Celebrants and Directors can overrule them. Instead, a rough global society serves.

Uniform is still developed upward from the Populat's own. Bright colours are standard, with increasing customisation.

Lumpen

The ranks of the Lumpen have swollen enormously with the addition of all of the Creation-born. All people born without a soulgem are not considered truly alive; they have no rights, and work for meagre food in Autocthonian factories under heavy guard and brutal discipline. The Dragon-Blooded are either turned into Recalibrants, or left to roam as despots amongst the native folk. Lumpen are often issued with plain grey lacquer-weave overalls for use in their shifts, and are expected to wear these as uniform.

City Structure

Whilst each differs slightly in its relative proportions, features and structure, the overall layout of emergent Autocthonian cities is by and large uniform. At the top of each, scant leagues beneath the boiling sky, is the Pinnacle. This accomodates a close array of luxurious residential suites, private laboratories and offices, as well as housing the main computational and regulatory centres of the city. The third and fourth Sovan cadres make their homes here, although second cadres are occasionally permitted through on official business; this tight security is enforced by fortified access channels heading lower down, and discreet but numerous teratogenic drones dotted throughout.

Beneath the boundaries of the Pinnacle lies the Overcity, home to the administrative, distribution and regulatory divisions of industry, as well as the living quarters of the first and second cadres. Heavy barricades kept under constant guard by the Olgatry's soldiers kept its access paths and open squares free from the Lumpen and Wastespawn alike. It is from here that goods and people make their way upward to the Pinnacle, downward to the Foundation or via access channels to other cities, and it is here that most Autocthonians consider the centre of the city.

Below the Overcity is the Foundation, centre of industry and production. The huge amount of menial labour required to operate these is provided by the Lumpen, whilst Autocthonian citizens of the first (and occasionally second) cadres guard and guide them in their work. The structure of the Overcity is kept simple by design; vast industrial buildings split by regular access and transport routes, easy to patrol and navigate.

Fourth layer from the top, and absent from the concerns of many Autocthonians, is the Undercity. Here, the Lumpen make the best of whatever space is available, putting together shelters using materials scavenged or tabbed from their bosses. The Undercity is typically half-underground, spanning as close to the Reaches as they can afford without angering whatever factions lie below. Security is provided by occasional Autocthonian patrols, but their protection is haphazard and brutal. Consequently, a number of gangs and groups vie for control of different regions, providing their own assurance of security and catering to needs overlooked by the Autocthonians. There is little by way of clear border between the Foundation and Undercity; this suits both the Lumpen, who want ready access to their shifts, and the Olgatry, who appreciate the opportunity to send down patrols and hit squads without special approval. Beneath the Undercity are a large number of support structures and broken earth, but occasional routes lead down further, into the perilous darkness of the Reaches.

Localities of Note

  • Bleak Affront to Discord (the Affront) - A fierce Estasian military patropolis and hydropneumatic power plant anchored over the frosty northern banks of the inner sea. Imposing in sight and in armory, the Affront stands as the only means of safe passage into the northern sea, and its waterways are heavily guarded.
  • Crucible of Autocthon (the Crucible) - The caldera of the Imperial Mountain, left vast and open by the ascension of Autocthon, the Crucible has since been developed by Sovan and Mountain Folk architects in concentric rings of magestic towers and fine minarets. Within its centre, the channelled might of Sol's greatest remaining shard sends a pillar of Essence high into the broken sky, a monument and sacrifice to the Machine God.
  • Dauntlessly Unwavering Perimeter (the Perimeter) - A vast webwork of weapons platforms and hydropneumatic dynamos suspended over the Western sea, at the edge of Sova's influence. Primary bastion against invading fey from that direction, and means of transport across the Sovan Arc.
  • The Godsphere - A gigantic sphere of crystal, adamant and rareified Essence, the Godhead is the mind, heart and soul of Autocthon as It looks over Its vast new realm. Kept distant from Creation yet anchored by the Crucible's flow of sustenance and prayer, the Godsphere contains legions of pattern spiders and Adamant caste Alchemicals within its shimmering halls and conduits, each working continuously to maintain the iron grip of Reality.
  • Slag Peaks - The intertwined arrays of Gulak magma processing plants, installed in spiralling chains across the peaks of the southeastern mountains. Mostly automated, these plants are extremely hazardous to any visitors due to the vast waste flows and baking heat, not to mention the swarming armies of defence drones.
  • Summit of Manifold Inspiration (the Summit) - Claslat's old concordatorium, a fallen dome that was once the hub of a Jade caste patropolis. It now serves as a meeting place for the myriad factions whose interest extends to the shattered Scavenger lands, and even Arc forces have made discreet appearances there; a point of civilisation in a sea of chaos.

Comments

I really, really need a catchy, cool new name for the fusion-state of Claslat and the Scavenger Lands, but somehow my inspiration denies me. Any thoughts? ...DeathBySurfeit

Off the top of my head and as a result of my love for the Battle Angel manga, 'The Scrapyard" seems kind of appropriate based on information you've presented thus far.-Ambisinister
That's a nice one. I don't want to pull directly from another source, but something like Scrapyard (Junkpile?) would certainly fit...DeathBySurfeit