Deep within the West, there is an archipelago known as the Shifting Isles. One hundred and sixty seven small islands drift across the water, none more than ten miles across. These islands follow a strange cycle: they come together to form larger islands for a few weeks, before breaking up and spending a month travelling to their next destination and joining with a different group of islands. While there is a shared culture between them, each island is home to an independent village or town.
Every 10 years, all of the islands come together to form a single landmass. This event is known as the Union, and always lasts one week. This week is considered a holy time by the people of the Shifting Isles, and all violence is utterly forbidden. During the Union, the Gods of the Isles walk among their followers, the only time they do so. The Union is a combination of festival and market day.
The most important member of every island is the Cartographer, a specialized astrologer who predicts and maps the movements of the Isles. No ship would dare leave sight of their home island without consulting the Cartographer, for the movement of the islands is often erratic and many a fool has been unable to return home. Even the best Cartographers are imperfect, however, and they spend a great deal of time refining their Art.
While the Cartographer is the most important member, they are forbidden from ruling, a task which usually falls to a mayor, chief or small council. There is no unified leadership of the Isles, but a representative from each Island meets during the Union to discuss diplomatic matters. These meetings are not binding, but are often used to resolve disputes and other affairs.
While the small size of each Isle makes large-scale war impossible, skirmishes and minor conflicts between islands is common. Their warriors tend to be lightly armored, but wield heavy cutting weapons that are deadly in skilled hands. Most raids are limited to stealing and slave-taking, but a few records exist of entire villages wiped out. The only people who are untouched by these conflicts are the Cartographers.
The Isles are known for their large, exotic fish. These fish form the staple of their diet, which is supplemented by small-scale land farming and hunting. Unlike most of the West, the Shifting Isles supplement Cowrie Shells with black jade currency, rather than Silver. This is made possible by the rich black jade deposits along the ocean floor. The Guild and Realm are both interested in the Isles for this reason, but so far neither has made a major move into the region yet.
Supernaturally, the Isles are almost entirely mortal. None of the Island-Gods have produced godblooded offspring (officially, that is. Rumours abound of some Cartographers having supernatural assistance) and none of the Islanders have Exalted. However, the most powerful Cartographers possess enlightened Essence, which grants them a high status amongst their peers. A small Fair Folk court dwells beneath the waves as well, and are a constant - though not critical - danger to the Islanders.
Every 10 years, all of the islands come together to form a single landmass. This event is known as the Union, and always lasts one week. This week is considered a holy time by the people of the Shifting Isles, and all violence is utterly forbidden. During the Union, the Gods of the Isles walk among their followers, the only time they do so. The Union is a combination of festival and market day.
The most important member of every island is the Cartographer, a specialized astrologer who predicts and maps the movements of the Isles. No ship would dare leave sight of their home island without consulting the Cartographer, for the movement of the islands is often erratic and many a fool has been unable to return home. Even the best Cartographers are imperfect, however, and they spend a great deal of time refining their Art.
While the Cartographer is the most important member, they are forbidden from ruling, a task which usually falls to a mayor, chief or small council. There is no unified leadership of the Isles, but a representative from each Island meets during the Union to discuss diplomatic matters. These meetings are not binding, but are often used to resolve disputes and other affairs.
While the small size of each Isle makes large-scale war impossible, skirmishes and minor conflicts between islands is common. Their warriors tend to be lightly armored, but wield heavy cutting weapons that are deadly in skilled hands. Most raids are limited to stealing and slave-taking, but a few records exist of entire villages wiped out. The only people who are untouched by these conflicts are the Cartographers.
The Isles are known for their large, exotic fish. These fish form the staple of their diet, which is supplemented by small-scale land farming and hunting. Unlike most of the West, the Shifting Isles supplement Cowrie Shells with black jade currency, rather than Silver. This is made possible by the rich black jade deposits along the ocean floor. The Guild and Realm are both interested in the Isles for this reason, but so far neither has made a major move into the region yet.
Supernaturally, the Isles are almost entirely mortal. None of the Island-Gods have produced godblooded offspring (officially, that is. Rumours abound of some Cartographers having supernatural assistance) and none of the Islanders have Exalted. However, the most powerful Cartographers possess enlightened Essence, which grants them a high status amongst their peers. A small Fair Folk court dwells beneath the waves as well, and are a constant - though not critical - danger to the Islanders.
HOUSE RULES
All XP costs are replaced by the below chart (thanks to Sojiko for developing it). These costs are static, meaning they do NOT rely on the current rating.
XP Costs (Unfavored/Favored)
* Attribute : 8/6 XP
* Ability : 4/3 XP
* Specialty : 2/1 XP
* Native-level Magics : 10/8 XP (includes Charms and spells)
* Superior Magics : 12/10 XP (includes mortals learning TMA and TCS, or Db learning CMAs)
* Other Magic : 9 XP (includes heretical Charms, Infernal spells, and Knacks)
* Essence : 16 XP
* Virtue : 3 XP
* Willpower : 3 XP
* Colleges: 4/2 XP
* Thaumaturgy Degree 6/4 XP (or 3/2 BP at chargen)
All Solars, Abyssals and Infernals receive 2xp per in-game year. All Lunars and Sidereals receive 3xp. All Terrestrials receive 4xp.
Characters receive a free purchase of Ox-Body Technique (Or equivalent) with each dot of Essence. You are free to purchase additional levels above this. Should your Essence increase later, you will be refunded the xp spent on excess Ox-Bodies
All Craft abilities are now a single Craft. This means that Craft grants equal aptitude with blacksmithing, agriculture, architecture etc.
When rolling Craft for Esoteric crafts, they are limited by a single other ability, listed below:
Magitech: Lore
Genesis: Medicine
Fate: Occult
Glamour: Occult
Crafting small items roll Perception, crafting large items roll Intelligence
If a character has a trainer when purchasing Attributes or Abilities, they receive a 1xp discount for each dot the teacher has higher than the student. This cannot reduce the price below 1xp. Charms learned from a trainer (including sorcery, knacks, etc.) have a flat 2xp reduction in price. All exalts are considered to have a trainer when learning Excellencies and Ox-Body equivalents. Barring charm usage, it requires half of a character's free time to teach or be taught. Only one student may receive the xp discount per training session.
Every two charm slots spent on Excellencies grants a third for free
Sorcerers receive one free spell upon initiating into each Circle. This new spell must be chosen from the circle being learned.
This Wyld-Shaping rewrite will be in full effect
Fan-Made rewrites of most martial arts will be used as well. Use this thread as a guideline. If multiple rewrites are present, ask which are in effect
Infinite (Ability) mastery does not exist
Don't take magical flurry charms. We won't be focusing heavily on combat.
This game is currently full, this thread is just serving as a discussion point
All XP costs are replaced by the below chart (thanks to Sojiko for developing it). These costs are static, meaning they do NOT rely on the current rating.
XP Costs (Unfavored/Favored)
* Attribute : 8/6 XP
* Ability : 4/3 XP
* Specialty : 2/1 XP
* Native-level Magics : 10/8 XP (includes Charms and spells)
* Superior Magics : 12/10 XP (includes mortals learning TMA and TCS, or Db learning CMAs)
* Other Magic : 9 XP (includes heretical Charms, Infernal spells, and Knacks)
* Essence : 16 XP
* Virtue : 3 XP
* Willpower : 3 XP
* Colleges: 4/2 XP
* Thaumaturgy Degree 6/4 XP (or 3/2 BP at chargen)
All Solars, Abyssals and Infernals receive 2xp per in-game year. All Lunars and Sidereals receive 3xp. All Terrestrials receive 4xp.
Characters receive a free purchase of Ox-Body Technique (Or equivalent) with each dot of Essence. You are free to purchase additional levels above this. Should your Essence increase later, you will be refunded the xp spent on excess Ox-Bodies
All Craft abilities are now a single Craft. This means that Craft grants equal aptitude with blacksmithing, agriculture, architecture etc.
When rolling Craft for Esoteric crafts, they are limited by a single other ability, listed below:
Magitech: Lore
Genesis: Medicine
Fate: Occult
Glamour: Occult
Crafting small items roll Perception, crafting large items roll Intelligence
If a character has a trainer when purchasing Attributes or Abilities, they receive a 1xp discount for each dot the teacher has higher than the student. This cannot reduce the price below 1xp. Charms learned from a trainer (including sorcery, knacks, etc.) have a flat 2xp reduction in price. All exalts are considered to have a trainer when learning Excellencies and Ox-Body equivalents. Barring charm usage, it requires half of a character's free time to teach or be taught. Only one student may receive the xp discount per training session.
Every two charm slots spent on Excellencies grants a third for free
Sorcerers receive one free spell upon initiating into each Circle. This new spell must be chosen from the circle being learned.
This Wyld-Shaping rewrite will be in full effect
Fan-Made rewrites of most martial arts will be used as well. Use this thread as a guideline. If multiple rewrites are present, ask which are in effect
Infinite (Ability) mastery does not exist
Don't take magical flurry charms. We won't be focusing heavily on combat.
This game is currently full, this thread is just serving as a discussion point
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