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950653 No. 950653 ID: f57349

An upright soldier once said, "If no one’s fighting over the oasis, don’t drink the water."

Who are you? Apart from the usual ethnic groups of ordinary humans (locals mostly tending toward dark skin and red hair), there are half-spirits, half-serpents and other beastfolk, Dragon Kings, albino dune cannibals, even a few Exalted.

Where do your troops and/or family get their food and water? Do you control a source of salt, firedust, or other mineral wealth? One of the few patches of land fertile enough to support a lasting settlement? Perhaps you're the agent of a foreign power, geared up in pursuit of some inscrutable "strategic interests," or just a monster preying on the weak and isolated.

Why are you leading a small army out in the desert at all? Trying to make a fortune, escape enemies, or have you never known any other life?

What sort of supernatural assets do you have? Mighty artifacts, geomantic power stations, true sorcery or necromancy, and secret martial arts may be more impressive, but basic thaumaturgical wards and blessings are often easier to share.
>>
No. 950659 ID: f57349

Firedust is not what you'd normally think of as 'gunpowder.'

It is reddish-brown, rather than black; homogenous, rather than a mixture of distinct separable chemicals; unaffected by humidity short of outright immersion. It does not normally produce significant concussive force, in fact can only do so through secondary effects such as boiling water. It is literally crystallized elemental fire, waiting for the right trigger to dissolve and reactivate, like dehydrated 'instant' mashed potatoes.

Theoretically the stuff can be synthesized in any well-equipped alchemist's lab, but it's more cost-effective to dig it out of certain spots in the desert. While there are obvious military applications, it's also vital for certain high-quality metalworking, as well as a few other industries, and a valuable convenience to many more. Pound for pound it's not quite as pricey as cocaine, but still well worth the trouble to ship long distances - or for that matter, steal.
>>
No. 950676 ID: 54735b

I honestly wasn't sure we were still doing this, but I'm down. Sapphire Citadel is the first exalt to be born in a former shogunate library manse built to withstand all manners of sieges in a long while, and as a result of being the biggest nerd, ascended to the top of the academic based society built on top of a mountain.

In the mountain, there are veins of jade, mostly red because it's the south, but the dragon lines that allowed for an air aspected manse have led to a small amount of blue jade, and buried deep beneath the mountain is a small bit of white jade and surrounded for miles by salt fields.

Sapphire has only one goal in this world at present. Dredge up the ancient secrets of the first age for herself, a task she's gotten a head start on since she recently got an unmarked diary that not even she knows the importance of.

I also wasn't even aware that this game was still going to happen, but here's the sheet.

https://docs.google.com/spreadsheets/d/1YQ_V5dockrJKIEK_mbZuXjrGTuXxbR_iEOkTPRmGBz4/edit?usp=sharing
>>
No. 950686 ID: d9acdc

>Who are you?
Mortal mutant from a yozi cult. Magey mentioned being demon-blooded or Yozi kin as options, are there any big strategic differences or advantages? Should I just be a heroic mortal? Enlightened? Not really sure what the best course of action to build the character is.
>Where do your troops and/or family get their food and water?
The "agent of a foreign power, geared up in pursuit of some inscrutable strategic interests" option:
Transcendent Desert Creature takes care of most of my bodily needs (I think?)- as for troops, I was imagining a small contingent of supernatural creatures, like elementals, spirits, or demons. Depending on the budget, maybe something close to 25? Strategic points would include ways to destroy or get around walls, and some way to to appear/disappear for guerrilla hit an run tactics. Maybe getting stored in a crystal or dematerializing or something like that, so as to be harder to track and target when not actively engaged.
>Why are you leading a small army out into the desert at all?
I was sent to prepare the area for a metagaos GSP to come and claim it as a seat of power.
>What sort of supernatural assets do you have?
Aside from the supernatural strike squad, I was also imagining having an artifact based on the story of Jerico- horn to knock down walls and fortifications and such.

My hope was that, if I provided the end goal, I could get advice on how best to reach it via some back and forth here, if that's alright.
>>
No. 950687 ID: 977456

You are a minor god The Great Spirit of this Magnificent Oasis. You are never allowed to join any reindeer games achieved the dignity and grace from your own glorious being that were impossible within the realm of the corrupt and lazy hierarchy bunch of jerks! You are a petty and impatient wise and elegant host to nobody the worthy who properly supplicate before you bunch of jerks. Alas, so many fail their trials "argh, I'm dying, *gulp*... argh, I'm dying *melt*." plenty potable if they just asked, but nooo. It's not your fault your sitting on top of a nasty old fossilised corpse or something. Not that it matters, their all jerks anyway!

Terrible antisocial god quest anyone?
>>
No. 950695 ID: 54735b

>>950687

I honestly super love your idea, but this is less standard quest rules, and more of a traditional PBP game in the same vein as the sort of prototype 'lets see how this works and bugtest the system' that the storyteller did here ( https://questden.org/wiki/RNG_XALT.qst )

The general plot, since it hasn't been explained here all that well is some kind of Mad Max society wide thunderdome in which all of us have our own kingdoms, and duke it out.

So, I super hope you stick it out, since that sounds like an awesome idea.
>>
No. 950710 ID: f57349

>>950687
While spirits associated with particular watering holes are possible to stat out, and likely to be politically influential around their particular domains, the focus of this game will be on more human-like perspectives, with one or more individual characters run by each player. You could roll up the longsuffering priest of such a god, their half-mortal children, and/or a crocodilian Dragon King using illusions and elemental powers to maintain a pretension of divinity - there's even an artifact which would let you hear (and with a greater version, answer) prayers directed to you, as spirits can naturally. Can't play as the actual oasis-angel, though.

>>950676
Full plaintext character sheet should be posted in the thread for final approval.
What's in all those archives? Is it just books on shelves, or something stranger?
An infinite chakram can only be made of blue jade.
An army consisting of trained thaumaturges provided by Command 2 should be Magnitude 3, Might 1, with another +1 Might if they've had the time and budget to equip themselves with basic thaumaturgical charms and potions. Magnitude 2, Might 2 would instead represent the low end of actual supernatural beings. What weapons, armor, and other battle-relevant equipment do they have? What tactics do they practice?
A henchmen is a heroic mortal and as such needs, at absolute minimum, a name and distinguishing features. Preferably a full character sheet in their own right, since they'll likely end up leading an independent unit in battle at some point.

How tall is the mountain, relative to the surrounding salt flats? Is the manse at the highest peak? A secondary peak? Partway down a ridge? In a wind-scoured valley? How hard is it to reach the manse? Is there a road suitable for wagons or pack animals? Staircase or ladder carved into a cliffside? Tunnels, secret or otherwise, perhaps associated with the mines or old lava tubes? A convenient landing platform for fliers?

How far is it to the nearest other known permanent settlement, how often do they contact each other, and what's the diplomatic situation between them? What sort of things do you need to import because they can't be manufactured in-house?

Once somebody gets within a few hundred yards of the manse, what sort of perimeter security are they looking at? Air-aspected architecture usually has to be, well, airy, high ceilings and wide clear windows and so on, and without the Fortress power it's not going to be hardened against a real siege, but delicate-looking glass can still be reinforced by Essence to be tough as thick mundane stone.
If you're mining, there's going to be tailings, and they can't just be dumped back down the same hole because, even apart from the need to access deeper deposits, broken-up rock occupies more volume than a similar mass of solid rock. So, where does it go? Similarly, how are sewage, dead people, and other potentially hazardous sorts of waste safely disposed of? Any stable society that doesn't want to be harassed by hungry ghosts needs some sort of basic funerary procedure.

Inside the manse, what's the overall layout? Where do people eat, sleep, work, receive medical care, store valuables, gather for group activities, or go for privacy? How many children and noncombatant support staff are involved? What does the hearthroom look like? How do the Provider and Comfort Zone powers work, in practical terms? Any other notable cosmetic magical features or geomantic quirks?

>>950686
> demon-blooded or Yozi kin as options, are there any big strategic differences or advantages?
That'd be the half-spirit option. Comes with enlightened essence, and slightly more points for skills, attributes, and mutations. If you're planning to sell your soul to the princes of the demon realm in exchange for additional power, that'll need to happen in play, and the first step is probably having a copy of The Broken-Winged Crane, a 4-dot artifact.

If you're thinking about buying a 4-dot artifact unrelated to desert survival, how about giving the Jericho-Toppling Horn a statline based on a Large Concussive Essence Cannon? Over eight feet long, needs at least a heavy wagon just for transport or an elaborate mount on a stone foundation to really be used safely, base range 200 yards, 30B piercing damage to everything in a three yard radius, seven motes to attune and twelve motes per blast. That's enough to blow a fortress gate off it's hinges or reduce a brick wall to rubble with two hits, or turn ordinary people and houses into clouds of unrecognizable debris. A heavy stone wall would last a little longer, but even a manse with two purchases of the Armored power (the sturdiest stuff modern geomancers know how to work with) would be in danger from a sustained attack. Might have been a small piece broken off from some massive auroch-behemoth, grazing upon redwood forests hundreds of feet high as modern oxen do to grass.

Agent of a Foreign Power means Resources 4 and a supply line leading off the edge of the map somehow. Where's that coming from, exactly, and by what means? Sorcerous airdrops, wagons and pack animals along conventional roads to a hidden cult headquarters near some major city, an actual portal to the demon realm, or what?

A unit of task-bound combat-oriented demons would be Might 3 before equipment, and two dozen of them would be right out at the upper end of Magnitude 2. Probably simpler to go for three dots in the Command background, say you've got authority over two 25-demon platoons for an overall magnitude of 3, then keep half of them in reserve or guarding the supply chain.

If your goal is to transform desert into demonic marshlands, all that groundwater needs to come from somewhere. Could be a sorcerer with a spell such as Impervious Sphere of Water, or Water From Stone, or possibly others. Could include some radeken among your demonic troops, to steal wet weather from other parts of the world. Elementals could do similar work, when bound with sorcery or politely bribed by thaumaturgy - though that might leave more of a paper trail through which the forces of Heaven could find you. Could use a Sky Mantis Tower (artifact 3, and needs a power supply, though a 1-dot essence tap suffices) to warp the weather by your own skill. You'll then need to keep it from evaporating or draining away, probably by reshaping the soil and planting appropriate vegetation, for which various other sorts of magic could be relevant, or tremendous amounts of labor over many years.

On the other hand, if your boss has already laid down a core of Luscious Jungle Germination, all you need to do is keep hostile geomancers away, make sure nobody wrecks it with countermagic, and feed the swamp fresh blood to make it grow. Erymanthoi would probably be a very bad choice for troops in that case, for much the same reason that the first rule of effective drug dealing is "don't get high on your own supply." Golden orb-weaver anhules make excellent kidnappers, apart from their vulnerability to the sound of dogs barking.
>>
No. 950722 ID: d9acdc

>If you're planning to sell your soul to the princes of the demon realm in exchange for additional power, that'll need to happen in play
That wasn't the original plan, no. I was imagining that most of the soul selling had already been done, what with being a mutant cultist. Would certainly be open to more power, but if the budget is up against a wall then that's less appealing.

>If you're thinking about buying a 4-dot artifact unrelated to desert survival, how about giving the Jericho-Toppling Horn a statline based on a Large Concussive Essence Cannon?
Seems to run counter to the hit and run guerilla warfare type stuff. If you have heavy artillery, it's hard to pick up and run whenever the enemy comes out en masse to counter you, or to redeploy to their weakest spot faster than they can.

>Agent of a Foreign Power means Resources 4 and a supply line leading off the edge of the map somehow.
Supplies for who, and why? If they're supernatural creatures and a single TDC soldier, what good is a supply line?

>If your goal is to transform desert into demonic marshlands
Not really what I was thinking of, since the GSP would have charms for turning an area into a blood swamp. Might want to capture and control some form of oasis or something like that as a starting point though.

>if your boss has already laid down a core of Luscious Jungle Germination
That wasn't what I was initially envisioning, but that would also be interesting- gives the character a reason to go out and kill, some tactical consideration for how it's done and transportation of the bodies. Up to you whether you want someone above resources two to control an area of lush greenery.
>>
No. 950746 ID: f57349

>>950722
> what good is a supply line?
Bribes for establishing a spy network, tools and materials for thaumaturgy or sorcerous workings so you can replace demons who get banished or slain and set up wards around your base, or for that matter crack open somebody else's anti-demon wards so your raiders can get in. A firmin easily extrudes basic weapons and ammo, but you need molds for them to cast higher-quality stuff or armor, and more conventional materials might be preferable if disguise or stealth during the daytime is a concern. If you end up needing to build or repair a manse or artifact, that's likely to involve all sorts of expensive bits. In general, there are countless problems money can solve, or at least drastically simplify.

>I was imagining that most of the soul selling had already been done, what with being a mutant cultist.
There's a big difference between a few mutations and some heretical thaumaturgy vs. losing your free will in exchange for ultimate cosmic power.

> If you have heavy artillery, it's hard to pick up and run whenever the enemy comes out en masse to counter you, or to redeploy to their weakest spot faster than they can.
So bring along a parambir, khomfai, marotte, or other heavy-lift demon, or a suitable vehicle, or possibly a mix of windslave disks and travel sorcery. Alternatively, describe the sort of demolition-horn you're looking for in more detail so I can work out something else.

> whether you want someone above resources two to control an area of lush greenery.
Resources 2 means someone who controls a natural oasis, carrying capacity of which can vary over time based on ordinary civil engineering and/or spirit propitiation. Magical watering holes with relatively fixed capacity and inherent potential for catastrophic failure are something else again. Luscious Jungle Germination can be destroyed in one shot by countermagic, at least until it expands across hundreds of square miles, and while that still leaves a mundane swamp behind it'll likely dry up and blow away soon enough.
>>
No. 950759 ID: 54735b

>>950710

Alright, starting from the top working down:

>Full plaintext character sheet should be posted in the thread for final approval.

Yeah, I was just putting where I was at the last time we had talked about this as a jumping off point, and posting the living copy for future documenting on the wiki page.

>What's in all those archives? Is it just books on shelves, or something stranger?

The manse was built as a place to shelter knowledge in the event of some catastrophe brought an end to the first age, and as such all of the original books in the archive were all books inked on orichalcum sheets and enchanted to be virtually indestructible, all written in old realm because that was assumed to be the language anyone that found the place in the event of the apocalypse would speak.

After the Usurpation, a lot of the books deemed heretical were removed and replaced over time with far more fragile normal books stored on the shelves, but it's still a sight to behold.

As for the actual information, a good bit of general occult knowledge, with the aim of teaching people sorcery, and a useful compliment of spells, establishing a government and trade patterns to help ward the Wyld off, and no small amount of Thaumaturgic knowledge, and general knowledge that a first age solar (and later the shogunate) would have thought important for restarting civilization.

> An infinite chakram can only be made of blue jade.

I was not aware of this

> An army consisting of trained thaumaturges provided by Command 2 should be Magnitude 3, Might 1, with another +1 Might if they've had the time and budget to equip themselves with basic thaumaturgical charms and potions. Magnitude 2, Might 2 would instead represent the low end of actual supernatural beings. What weapons, armor, and other battle-relevant equipment do they have? What tactics do they practice?

That is good to know, I had labored under some dumb assumptions. So, as far as typical armor, weapons, and the like that they have, unusual for the south, they tend to use medium armor, typically reinforced buff jackets, and typically use ranged measures. They do have a small group (10 people organized into two fangs) of people to reinforce the final choke point at a Torii gate inscribed with 'You only reach enlightenment on your own' only wide enough for one person to cross at a time.

They typically only work one fang at a time, with two up in the very front with clubs and hammers, and three in the back with spears. All of them wear spiked shoes to help stabilize themselves on the icy ground.

Standing at the top of a stone balcony extending out from the Manse with plenty of pillars to hide behind between shots are the majority of the army, and their main job in combat is taking out leaders holding everything together, and checking people that have firedust weapons that could seriously injure the gate defense team before they can awkwardly make their way to the front to do anything with it.

As for specific thaumaturgies, I haven't decided what all they would have prepared and ready to go at all times yet.

Barring

>A henchmen is a heroic mortal and as such needs, at absolute minimum, a name and distinguishing features. Preferably a full character sheet in their own right, since they'll likely end up leading an independent unit in battle at some point.

That is the plan, discussions around this never got far enough to really hammer that out, and this post is already fucking huge.

> How tall is the mountain, relative to the surrounding salt flats? Is the manse at the highest peak? A secondary peak? Partway down a ridge? In a wind-scoured valley? How hard is it to reach the manse? Is there a road suitable for wagons or pack animals? Staircase or ladder carved into a cliffside? Tunnels, secret or otherwise, perhaps associated with the mines or old lava tubes? A convenient landing platform for fliers?

The mountain is 2 miles tall, with a 5 mile radius base, effectively taking up the entire hex that it's in. As for how hard it is to reach the manse, it's not overly hard, but it is time consuming, effectively being a several mile spiral staircase only barely wide enough for a pack animal carved around the mountain starting half a mile up from the base with a landing platform like a dock meant for a personal vessel.

Fortunately, below that point there are a large number of giant crustaceans that the locals have learned to tame that can be ridden at least that high, though they don't naturally go past that point, so they aren't nearly as much help past that point.

But, the entrance to the Manse is only available from the side of the passage anyway and the ground outside of the stairs gets slick with ice that many southerners aren't used to dealing with, so it isn't like you would gain much of an advantage by trying to go up the mountain another way.

As far as tunnels, there are two. One person sized hole at the exact half way point that opens up to a cave deep enough for five or so people to comfortably rest in, and another immediately before the gate to enter the manse. This leads into the main mineshaft of the mountain.

As for the actual manse, it IS the peak of the mountain. Before it's construction, the mountain of Manwase was a volcano who's fiery essence was turned down by the statue of the lap, and it's god replaced by a more temperate god. So, rather than stone, the top of the mountain is brilliant crystal that from a distance looks like an icy summit.

> How far is it to the nearest other known permanent settlement, how often do they contact each other, and what's the diplomatic situation between them? What sort of things do you need to import because they can't be manufactured in-house?

The nearest settlement is at the base of the mountain, and a good 1,000 feet below the stairs, and they actually have a permanent embassy in the town, though no permanent diplomat, instead opting to rotate out staff to exchange information once a week, with a flare system for more urgent messages such as 'an enemy is coming' or other things like that.

As for imports they don't strictly NEED to import or export anything, but they do benefit from having external sources of mundane metals like iron, and food that isn't grown by the Manse's provider power, and get special ingredients for making artifacts and fueling thaumaturgies without dipping into the pre-prepared stocks are handy, as are getting books that aren't already in the manse's library.

> Once somebody gets within a few hundred yards of the manse, what sort of perimeter security are they looking at? Air-aspected architecture usually has to be, well, airy, high ceilings and wide clear windows and so on, and without the Fortress power it's not going to be hardened against a real siege, but delicate-looking glass can still be reinforced by Essence to be tough as thick mundane stone.

As specified with the army, a narrow easily defensible gate that forces them through single file, and high balconies that allow the manse to open fire against any enemies well before they can fire back, combined with the passage being too narrow to carry siege weapons up, let alone get to the platform to start climbing up the path.

> If you're mining, there's going to be tailings, and they can't just be dumped back down the same hole because, even apart from the need to access deeper deposits, broken-up rock occupies more volume than a similar mass of solid rock. So, where does it go? Similarly, how are sewage, dead people, and other potentially hazardous sorts of waste safely disposed of? Any stable society that doesn't want to be harassed by hungry ghosts needs some sort of basic funerary procedure.

For funerary rights, the custom is from the moment you're young, you keep one piece of knowledge and write it down, and keep it in a well known place. When you die, A small bit of your skin is taken and tanned into a leather page, and bound into a book, while the rest of your body is cremated, and just enough of those ashes are fashioned into ink to tattoo that piece of knowledge for all time into your page in the book of the dead, the rest scattered into the wind to travel creation for the rest of time.

For sewage, the Volcano's fiery essence was toned down enough to never erupt again and build a powerful air aspected demesne, but never fully turned off for largely this exact reason. The manse is hooked with virtually indestructible plumbing that deposits hazardous waste directly into the fiery depths some miles down, the manse not being capable of supporting enough people that this becomes an untenable solution, and all of it being hermetically sealed against intrusion helps gasses out.

I haven't really thought of a satisfactory answer to the broken up rock answer, though my current idea is to press it into bricks, and use it to build bracings in tunnels that already existed before mining, but that only answers some of the problem. Considering a full quarter at least of the population have enlightened essence, having access to cache eggs to transport it to ground level and/or dumping it down the side of the mountain from the bottom most level of stairs on the side opposite the town presumably works.

> Inside the manse, what's the overall layout? Where do people eat, sleep, work, receive medical care, store valuables, gather for group activities, or go for privacy? How many children and noncombatant support staff are involved? What does the hearthroom look like? How do the Provider and Comfort Zone powers work, in practical terms? Any other notable cosmetic magical features or geomantic quirks?

The manse is largely spire shaped, with ~100,000 square feet dedicated to small apartments, and an ~10,000 square foot mass dining hall that the apartments let out into, capable of supporting a little over 1,200 people, of which there are ~800, give or take a dozen or so.

The meat and bones of the Manse is the Library though, sitting at a little under 300,000 square feet, the library is designed fairly normally, it operates on a tiered system, where the bottom row and the biggest has the most general purpose books, and mostly tables, and places to read, one layer up it has more specialized knowledge and training areas start appearing to practice performing, and physical arts.

Then the next level up are where the books on thaumaturgies are, and all of the various workshops in the manse branch off from here. Then the next layer up, the majority of the surviving virtually indestructible books left by the Manse's creator maintain, it's a fully open room with a few tables, and treatises on sorcery both fundamental and practical.

Directly above the sorcery chamber and below the apartments are the manse's two hearthrooms. The top has a facsimile of the night sky with 29,000 diamonds making up stars, and two sapphires hidden amongst them, and in this room grows the hearthstone of the Savant's Icy Eye.

Below the apartment complex is a number of a few special books, mostly diaries speaking of life in the first age, and the book of the dead, and in here lies the stone of swift comprehension.
>>
No. 950862 ID: 54735b

Character Sheet plain text:

Essence: 2 Willpower: 5/5
Mote Pools:
Personal: 7 Peripheral: 27 (19+8 from Skin Mount Ammulets)
Attributes:

Tertiary Secondary Primary
Strength: 2 Charisma: 3 Perception: 3
Dexterity:4 Manipulation: 3 Intelligence: 4
Stamina: 2 Appearance: 3 Wits: 3

Archery
Athletics
Awareness
Bureaucracy: 3
Craft (Air): 3 (Jewelry +1)
Craft (Earth): 1
Craft (Crystal):
Craft (Fire): 2
Craft (Lightning):
Craft (Metal):
Craft (Oil):
Craft (Steam):
Craft (Water): 1
Craft (Wood): 1
Craft (Vitriol):

Dodge: 2
Integrity
Investigation 3
Larceny
Linguistics: 2
Lore: 2
Martial Arts
Medicine
Melee
Occult: 4(Art of Geomancy+3)
Performance
Presence: 2
Resistance
Ride
Sail
Socialize
Stealth
Survival
Thrown: 3
War

Backgrounds:
Manse: 5
Artifact: 4 (Arms of Multiple Manipulation, Oadenol’s Codex,
Henchmen: 2 (Xian Wu, Great Scholar of Truth; Shao Bo, Great Scholar of Law; Fang Shuren, Great Scholar of War)
Resources: 3
Command: 2
Artifact: 3 (Starmetal Chain Shirt, Personal Resplendent Assistant+ Area Map, Recorder of Everlasting Glories)
Artifact: 3 (Blue Jade Infinite Chakram, Skin Mount Amulet, Skin Mount Amulet)

Virtues:

Compassion: 3 Conviction: 3 Temperance: 2 Valor: 1

Charms:

1st Lore Excellency
1st Occult Excellency
1st Craft Excellency
Elemental Concentration Trance
Elemental Bolt Technique
Spirit Detecting Mirror Technique
Fivefold Resonance Sense

Manse Math:
Hearthstones:
Starting Creation Points: 10
Drawbacks: Hearthstone level: +1
Maintenance: 3 (Every week, the Manse must create a new novel, a roughly original story, minimum 150 days)
Ending creation points: 14

Comfort Zone: -1 (Inside is a nice cool climate controlled area. Perfect for books, and fortunately people and books exist in similar ideal climates.)

Provider: -3 (Rice and Squid not common in the south, but the ink sack and straw left over make for an excellent source of paper and ink

Archive: -2 (Darric's Laws of Magic, The Black Treatise, [Emerald Circle Banishment, Summon Elemental, Flying Guillotine, Personal Tempest, Ritual of Elemental Empowerment], Art of Alchemy +1, Art of Alchemy +2)

Network Node: -1
Geomantic Nexus: -1
Master's Workshop: -2 (Metal, Water, Fire, Air, Lightning)
Chasm of the Material: -4 (Past the area of the torii gate, all beings are equal.)

Geomantic Nexus Powers: All inactive for now, will likely change with Henchmen
Meela's Sweet Whisper: 1 point
THE GLORIOUS HALO OF HESIESH: 2 points
Central Control: 2 points
Sentient: 5 points
Synergistic Overmind: 5 points
Indestructible: 5 points
Immutable: 2 points
Life-Sustaining (Anagathic): 3 points
0/25

BP:
Occult 3-4: -1
Manse 3-5: -4
Resource 3: -3
Artifact 3: -3
Artifact 3: -2
Artifact 3-4 -2
Craft Water 1: -1
Craft Wood 1: -1
Craft Earth 1: -1
Diet (Fresh Blood): +2
Command 2: -2
Greater Curse 3: +3
Craft (Lightning) 1: -1
Henchamn 1-2: -1

On the three Henchmen:

The manse, built as it was by Twilight Scholar Manwase, had instruction for the mortals of the manse to crown the Exalts as their leaders regardless of the world they found themselves in. Having failed to anticipate the Usurpation, that was intended to mean Celestial Exalts, but the lack of specificity served the Shogunate well.

Regardless, the tomes also instructed them that a proper government needed a military, a judge, and a police force, and a great sage to lead them sitting below the Exalt that lead them. So the positions of Great Scholar of Truth, Law, and War were formed.

Xian Wu, the Scholar of Truth, serves mostly as an arbitrator, seeking largely to settle disputes in Philosophy, and to help guide instructors and students towards each other. Of the three Great Scholars, held the most to the dogma of an Exalted Leader, and wept tears of joy that it finally happened before the dusk of his lifetime.

Shao Bo, the Scholar of Law, is the leader of the dozen or so 'police officers' in the library of Manwase. In truth, their jobs are mostly to ensure that people treat the books right, though rumor holds that their agents can shapeshift into any other resident in the library for the purpose of sussing out hidden plots. She is the most indifferent to Sapphire becoming an Exalt, the core purpose of her job not particularly changing much, outside of maybe providing some extra security for her.

Fang Shuren, the Scholar of War, is the de facto leader of the military, holding far more experience and will to use violence than Sapphire, and the general finds Sapphire slightly disappointing. But, for as much as she would have preferred a shining golden god of battle to the mousey girl who was never much at fighting, they do share similar expansionist ideals, and she wouldn't be the first person she's whipped into shape from humble beginnings before.

All three of them are joined in that they've sworn their services and allegiances to Sapphire, and are preparing her for the position of the shining immaculate paragon of law and virtue the books told them to expect from an Exalted queen.
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No. 950923 ID: f57349

>>950862
> Maintenance: 3 (Every week, the Manse must create a new novel, a roughly original story, minimum 150 days)
That can't be accomplished routinely or continued indefinitely, and as such is not a good maintenance requirement. How about going for the "silent and unwounded priest" bit from the Silver-Flash Grotto?
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No. 950927 ID: 54735b

>>950923
I'm not wholly opposed to that, but on a general level I want the maintenance to tie back to the Manse's over all purpose of maintaining and preserving knowledge. That's why the first pass I made was

"A professor with Lore 4, Occult 4, and a third skill at 4 has to give an hour long lecture to at least 20 people five days a week"

since that's a reasonably routine task and can be carried out indefinitely, and ties back to the point of the Manse better than a silent unwounded priesthood, even if it has to be scaled up to be more of a direct hassle, or the schedule/curriculum has to be made more specific, or something like that.
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No. 951113 ID: b8019b

>>950746
>In general, there are countless problems money can solve, or at least drastically simplify.
So, a supply line will still important for the livelyhood and moral/upkeep of troops, regardless of whether or not they have mortal bodies basically.

>Alternatively, describe the sort of demolition-horn you're looking for in more detail so I can work out something else.

In the story they're described as rams horns, so perhaps we can start there in terms of size and ease of portability; also, it's obviously preferable that it has some sort notable affect on walls.
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No. 951195 ID: f57349

>>950927
Maintenance requirement should be a sacrifice, not a side benefit of something you'd likely be doing anyway. How about requiring a skilled lecturer to periodically address an empty auditorium, with eavesdropping forbidden, reciting elaborate philosophical arguments to keep the manse's dormant mind stable?
>>951113
In terms of existing artifacts, the two that first spring to mind as being musical and wall-related would be the Horn of Ways and the Singing Staff. The former is definitely a horn, and useful for nondestructively bypassing walls or other obstacles. The latter works more like a stringed instrument, though that's easy enough to reskin, and can reshape earth and stone in arbitrary ways.

How about something in between? An upgraded variant of the Horn of Ways, with the additional power to duplicate a particular emerald circle spell, The Violent Opening Of Closed Portals, thus rapidly demolishing any mundane barrier.
>>
No. 951500 ID: d9acdc

>>951195
Okay, that sounds great! I'll do my best to start filling stuff out but I'll almost certainly need help.

Motivation: To Serve the Yozi

Compassion 1 Conviction 4 Temperance 2 Valor 2

Strength 2 Dex 3 Stamina 2
Charisma 2 Manipulation 2 Appearance 2
Intelligence 3 Perception 3 Wits 3

Essence 1

Archery
Athletics 3
Awareness 2
Bureaucracy
Craft
Dodge 3
Integrity
Investigation
Larceny 3
Linguistics 1
Lore 1
Martial Arts 1
Medicine
Melee
Occult 1
Performance
Presence
Resistance 2
Ride
Sail
Socalize
Stealth 3
Survival 2
Thrown
*War 3

Resources 4
Command 3
Artifact ?

18 BP

So, things I still need help with:
What artifact level is the Horn of Opening Ways?
What else do I need for the command background?
What skill would giving orders be? I should probably spend some BP on that.
I need to make the 50 strong army, and the swamp base, not sure what to do for that yet.
Mutations and what kind of thing my character is. Plain heroic mortal? Some sort of demon-blooded or Yozi kin? I was imagining TDC, but if either of those replace my need for that? I also don't know if I would really need survival of I had TDC since I wouldn't need to eat or be in danger of dying from exposure in the desert right?
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