Eternal War (Alternate Setting)

Brickwall

Elder Member
This thread is for my alternate setting, in which the Vision of Gold happened instead of the Vision of Bronze. Questions and comments are welcome. Important pieces will be added to the main post, and secondary pieces put in replies with links in the main post.


The first piece, The Breaking, is what happened instead of the Usurpation. It is the most important piece, and as such, should be read first. The rest is all derived from it.

In RY 3516, the Fivescore Fellowship gathered and performed the Great Prophecy. There were countless visions of the future, but with time, the Sidereals were able to consolidate them into the Three Visions: the Vision of Darkness, the Vision of Bronze, and the Vision of Gold. These are well-known, as is the rift that was caused by this great working. The Sidereals were split among the Gold and the Bronze, and debate raged. And though a peaceful resolution might have been reached, it became clear to all that while the undertaking of the Bronze would require the support of the entire Fellowship, the Gold would only require a single Sidereal. The work was swift. Sidereals were being neutralized faster than the reports could come in to the censors. But it was not fast enough. As they predicted, it only took one Sidereal. The identity of this Sidereal has been erased from existence (many still wonder how), but he or she managed to send an emergency missive to the Solar Deliberative. This message contained the whole of the Great Prophecy. It was the last hope to keep the Solars alive, the last hope for a Golden Age.


The Deliberative called every Solar to sit on the discussion. The choices were as clear as those of the Great Prophecy. Either the Sidereals were trustworthy, and it was time for the Solars to give them greater power and a more active role in shaping Creation, or the Sidereals were making a ploy to seize power from the Solars who rightfully wielded it. The chamber erupted. Those whom madness had taken (and those who were firmly convinced to side with those whom madness had taken) were unmoving on the position that the Sidereals had to be crushed. The rest attempted to resolve a compromise. But it was impossible.


The war that has not ended began on that very night, inside that very chamber. Blades were drawn and the traitorous young ones killed before most were even aware of it. The chamber was destroyed in the violence and the desperate escapes of the Solars who were no longer part of the Realm. The violence soon enveloped Meru, and less than 100 Solars successfully fled. Half of them died soon after their escape, despite apparent safety. The Solars of the Realm began to plot how to bring the rest into their fold, and destroy the evil Sidereals once and for all.





The Deliberative has seen better days. The God-Kings (a title which has become exclusive to Solars enfranchised by the Realm) are power-hungry and selfish. Each is only concerned with his or her own territory, and the extermination of all who threaten it. Land long ago ceased to be preserved for a shard’s next incarnation, since it could not be predicted if that incarnation would side with the Realm or not. Instead, the land was left for grabs. Almost all the land of the Realm is, in name, owned by a small number of Solars. This has developed into a feudal system, with the elder God-Kings granting land to the younger, newer Solars. The younger Solars, in turn, grant stewardship of much of their land to Lunar Mates (should they be part of the Realm as well), and even loyal Dragon-Blooded. In this way, when the God-Kings have territorial disputes, they erupt only on the smallest scales, preventing the Realm from weakening.


Non-Solars are considered property of Solars, and are not allowed to own property themselves (they may only use what the Solar grants them, however indirectly it is granted). Some Solars of the Realm are considerate of the counsel and wishes of their Lunar Mates, their Dragon-Blooded, and sometimes, even mortals in their hold. It is rare, though, especially since the other God-Kings will look down on them for such foolishness (it is not good to be looked down upon by an insane being of immense power).


The Realm fully encompasses both Malfeas and the Underworld. The Solars who rule over these lands have found ways to change their Exaltations to better suit their new kingdoms. These Abyssals and Infernals are considered the same as Solars in the politics of the Realm.





The Solars outside the Realm have scattered to prevent their swift and utter destruction. As a single entity, they would stand no chance against the Realm, but independently, they fight on smaller scales, scales they can be victorious in. These Solars have the support of what remains of the Silver Pact, as well as every Sidereal and much of Heaven. However, while they are hard to defeat once and for all, they fight a losing battle against not only the Realm, but also the Neverborn, the Yozis, and the Wyld. These Solars do not adopt any particular sobriquet, but shun the title of God-King explicitly.





Lunars


The Stewards are divided. Once part of the Silver Pact, the Sun-King Seneschals have become part of the Realm, the most powerful servants of the God-Kings. Many left the Sun-King Seneschals when the split happened, but many also joined to follow their Solar Mates…even if not of their own volition. Despite this, more than half of the world’s Lunars are against the Realm, forming a lessened, but still powerful, Silver Pact. Most of these Lunars seek Solars to ally with (often their Mates, when possible, but not always), but more than a few go it alone. Lunars constitute the largest faction that attempts to create Neutral Territories, and over the millennia, have met with some successes. Those Lunars who find none of these options appealing usually set out to fight the Wyld, preventing its advance by diplomacy or by force.


Despite the commonality of their Exaltations, the Seneschals and the Pact have no pretense of peace. They spend quite a bit of effort spying on and exterminating each other.


Sidereals


In the face of a war that splits the world, the Fivescore Fellowship stands as one. The time for grudges over the Great Prophecy is long over. The fight now is to salvage Creation by whatever means possible. The unity of the Sidereals gives them strength, and they have much of Heaven on their side. The Sidereals spend most of their time in Creation, though, especially helping the Exalts who stand against the Realm. Their power over Fate is the reason the war did not end as soon as it started. Because of their situation against the Realm, they have been levied what are essentially “emergency powersâ€, allowing them to use even their most powerful magics without first getting approval (though they are punished if they are found to be abusing this privilege). The Sidereals stand between Creation and its destruction, and should anything happen to them, it would mean the end of all things.


Dragon-Blooded


The Terrestrial Host numbers greatly indeed. In the Realm, entire Legions are constituted of nothing but Dragon-Blooded of the purest breeding, a force as invincible as Earth itself. These Terrestrials are unquestioning servants and soldiers, knowing no freedom. They eat, live, and breed as commanded by their lords, bringing them to the pinnacle of their power. In the Threshold, the Dragon-Blooded have less numbers and concentration, but they are ever-fluctuating and changing, growing like Wood, spreading like Fire, and dispersing as the Water and the Wind. These Terrestrials are free men and women, but almost all of them band under the leadership of a Celestial whenever possible, to take advantage of their strength in unity and brotherhood. These Dragon-Blooded rarely have good breeding options, but they can learn special Celestial Martial Arts that the Sidereals have designed to take advantage of their elemental natures.


Alchemicals


Seriously? Creation is this much of a clusterfuck and you want to add in the Locust Crusade? You're on your own, you crazy, bloodthirsty psycho.


...


Okay, I just can't think of how Eternal War changes the beginnings of the Locust Crusade.





Raksha


In a move unexpected by all, the Fey chose a side in the war. Dedicated negotiators among all the Exalts secured the allegiance of many of the Fey in the fight against the Realm. These Raksha are promised territory that will forever be kept free of Creation’s distasteful order, a deal that they know they won’t get if the Realm is victorious. While they are not trusted allies, they are very useful, and provide the impossible to those who need it desperately.


Mountain Folk


Perhaps the Realm’s weakest point, the Mountain Folk endure their slavery with seething begrudgement. Though it is nigh-impossible for an outsider to reach them, the Mountain Folk welcome any chance to betray the Realm that the Great Geas might allow.


Gods


Heaven is not a peaceful place; the gods are faced with a rebellion. Most follow the Sidereals and the rest of the Bureau of Destiny in their attempts to topple the Realm. However, a radical faction has arisen due to the efforts of Eclipse negotiators and gods whose natures are tied to the Realm. These gods do their duty when they can get away with nothing else, but the eyes of Heaven are not all-seeing. Many powerful divinities tip the scales back towards the Realm despite all of Heaven’s best efforts.





God-Blooded


Children of the gods can almost never be found in the Realm. Few enough of Heaven’s host are willing to provide children to the Realm, and even if they were, the Realm would not have them. The Realm has no use for beings that straddle the division between Exalts and mortals. In the Threshold, however, the gods breed freely and often, and spur their children on to be heroes and leaders, strengthening the mortal populace.


Ghost-blooded/Demon-blooded


The God-Kings of Malfeas and the Underworld require human subjects who can thrive in their lands. Ghosts and demons are forced into breeding programs to produce ideal half-breeds. These half-breeds are raised away from either parent, giving them attachment only to the state which requires their loyalty.


Fey-blooded


The people of the Threshold have a mixed view of the Changelings. While they are a great asset in the war, they come from the ever-untrustworthy Raksha. Their loyalties are ever in question, and as a result, they are often dissuaded of the loyalty needed to sacrifice themselves for the good of Creation, and many spend their time as far away from the war as they can get.


Half-Caste


In the Realm, none but the God-Kings are permitted to have children outside of breeding programs (which is a privilege the God-Kings do...frequently enjoy). These Solar Half-Castes are usually raised in opulence, but ignored and left by the wayside. Beastmen are bred in special experiments, and the Gens of the Terrestrials are strictly enforced. In the Threshold, it is encouraged for all among the Exalted to breed whenever reasonable (obviously, too many children would cause problems). Thus, Half-Caste Solars, beastmen, and Half-Caste Sidereals are rather common.


Crafted Peoples


The crafted peoples are solely part of the Realm. Even should one successfully defect and escape, the enemies of the Realm would not trust them, and they would be, at best, ostracized. They are otherwise used in much the same way as they were during the First Age.




In the beginning of the war, a great number of Dragon Kings were forced to fight for the Realm. However, these Dragon-Kings have died out (perhaps intentionally), and the Realm has not succeeded in acquiring more of them. The remaining Dragon-Kings are divided between the isolationists, who want to stay apart from this human war, and those who fight the Realm. Rathess has become one of the strongest cities against the mad God-Kings, who have yet to succeed in seizing it.
 
Impressive. Just... How exactly is Heaven keeping out the Solars? Not doubting that it can, just wondering how. Because that seems like it would be key. This is an interesting seed, I'm just not exactly sure what you're growing, know what I'm saying?


Also, when is now? What's ED doing? I'm assuming the mod-Solars still have the Great Curse, and not Torment/Resonance, is this correct?
 
Heaven is not quite keeping out the Solars. Eclipses of all stripes are allowed as delegation, which is why there are some Gods on the side of the Realm, if very few. Otherwise, the Celestial Lions have, up to this point, sufficed. An invasion of Heaven would probably end poorly for the Exalt who attempted it, as they are opposed by not only every single God there is, but also the Fivescore Fellowship. If the Realm were more united, perhaps they would manage it, but they are NOT united. The Deliberative is all but dissolved, and now it's feudal (compare the unity of Rome at its height to Europe during the Medieval times, and you get the picture).


"Now" is 2000 years after the Breaking, or in other words, chronologically the exact same time as canon Exalted. However, there is no reason not to adjust that by however many centuries are convenient for you. It's an Eternal War. Violence is forever.


I have no idea who ED is, but if you mean the Ebon Dragon, he is doing as you'd expect: manipulating the Realm through the Infernals, as he has been since before the Breaking (though that was with the akuma).


Mod-Solars do still have the Great Curse, but here's a fun fact: the writers of Exalted have come out with the revelation that Resonance and Torment are actually channeled through Limit! Limit is an ablative layer to protect against supernatural mindfuckery. Only the Great Curse managed to use it as a backdoor to essentially hack the Exaltations into going haywire. Thus, Abyssals still have Resonance, and Infernals still have Torment. It is up to the individual Storyteller to decide whether or not the Great Curse survives under these replacements, should conversion back to Solar Essence come up in an Eternal War chronicle.


More sections will be added describing the role and existence of all the major types of beings in Creation. Stay tuned!
 
Alright. Yes, I did mean the Ebon Dragon, sorry if that was unclear. Anyway, with those answers, I can see something really interesting growing out of this. Looking forward to it. :D


Also, Torment is, specifically, the punishment of the Yozis for disobeying their orders. Seems like maybe you should use something slightly different there?
 
Brickwall said:
Mod-Solars do still have the Great Curse, but here's a fun fact: the writers of Exalted have come out with the revelation that Resonance and Torment are actually channeled through Limit! Limit is an ablative layer to protect against supernatural mindfuckery. Only the Great Curse managed to use it as a backdoor to essentially hack the Exaltations into going haywire. Thus, Abyssals still have Resonance, and Infernals still have Torment. It is up to the individual Storyteller to decide whether or not the Great Curse survives under these replacements, should conversion back to Solar Essence come up in an Eternal War chronicle.
Actually, Scroll of Errata, p. 49, begs to differ:


"A redeemed Solar lacks the Great Curse, and may not be subjected to it again by any means in this or any future incarnation."


I suppose what you're meaning though, is that it's up to the ST to decide if they want to listen to this official answer or not, yes?
 
Frankly, not enough Solars killing each other. There's too much unity amoung the God-Kings. Really, if things hit the fan, every Solar should be calling every other Solar mad and trying to kill them and fix the Great Curse.
 
Actually the way I understood it was:


Solars, Sidereals, Lunars, Dragon Blooded: Cursed


Infernal: Had the Curse modified to suit the needs of the Yozis


Abyssal: The Curse has been replaced with Resonance.


Alchemical: Weren't around when the Great Curse was applied.


So if an Infernal shard were changed back into a Solar, it would still have the Great Curse, while the Abyssal would not.


/my $.02
 
According to the same Scroll of Errata, Resonance happens in Abyssals no matter what, just because that's how death Essence works. Doesn't mean that they have to remove the Great Curse to stick it in. That's just what they did in the Age of Sorrows. But this isn't the Age of Sorrows, and stuff didn't go down that way. Therefore, it is up to the individual Storyteller to decide whether or not that's how things are supposed to be.


Also, I should warn you all that it will be rather useless to reference information in the canon setting when discussing this. This setting lacks the Balorian Crusade as well as the exile of the Lunars to the Wyld, not to mention that the Realm has been restructured to be unrecognizeable. While there will be a lot of familiar stuff, especially if you have DotFA, this is not the Creation of your books. The pivotal point here was not "The Fairly Important Prophecy" or the "Prophecy of Large Scope". It was "The Great Prophecy", which means that it changed every damn thing. In addition, while the stuff in the beginning post is pretty much necessary for the setting, anyone who wants to use this idea should feel free to use their own extrapolations. Maybe Gem or the Lap are still there. Maybe Speremin fell after all. Maybe the Dragon Kings ended up becoming part of the Realm. Maybe I'm not subtly inserting teasers regarding future posts. This is written on digital bits by a guy with an idea, not carved into stone by a holy thunderer, and I'm not going to pretend that it's the latter. I'd rather someone be inspired by this and go a very different direction with it than deject it because there were a few things they'd rather do differently.
 
Brickwall said:
This is written on digital bits by a guy with an idea, not carved into stone by a holy thunderer, and I'm not going to pretend that it's the latter.
Could you carve the setting into a rock somewhere? You know, for novelty value?


In all seriousness, if I ever ran a game with this, I'd probably twist around the way Infernals' and Abyssals' limit tracks work, because both of those are the results of a series of very specific design choices by certain entities, entities who are very different in both desire and capacity than the ones who designed the stuff here, but I understand if you'd rather work on the more interesting parts (like all the Solars trying to kill each other, the Siddies arguing about how they're going to get out of this sitch (KUKLAA!!), and everything generally being a very confused mess, which I feel to be a natural conclusion of the pieces you've laid out so far).


Looking forward to the rest of this setting.
 
I do not have any carving tools, and I'm not very hairy.


As far as the Kukla, that would actually be the territory of the Realm, whose mad God-Kings think they can control it. And for all we know, they're right.


The beginning post has been edited with entries for all major types of beings in Creation (barring Abyssals and Infernals, who will go up when I get around to the Underworld and Malfeas). These are VERY BRIEF overviews, and make BROAD generalizations. In two millennia (think about it, that's longer than it's been since Rome fell), there have been at least a few exceptions to pretty much everything mentioned there. In addition, there's room for changes (if you want the Sidereals to still have factional infighting, you can probably still manage it without dooming Creation immediately, though you're sure giving the losing side a worse load to handle), so don't think it's meant to be the only way the setting works.


Most of what I will be adding to this from now on will be minor stuff. Lots of snippets on specific cities or other locales, canon NPCs who are still around (we're keeping Desus and Lilith around, for example, because any well-versed player will eagerly ask "so, hey, can we kill Desus in this?"), and also possibly some NPCs that I want to introduce to the setting, sort of as examples of what kind of characters the Eternal War produces. The only things I'm still planning to insert in the main post are Malfeas and the Underworld. Anything else will get put in a separate post, so keep your eyes open!
 
Minor, minor niggle: isn't it the Locust Crusade, not the Lotus Crusade?


Otherwise, coolness.


(Naturally, I would throw the Alchies in, because I think they're cool- hence the alternate setting I'm idly working away on for a game about this time next year...)
 

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