Esbilon
Seven Thousand Club
I built my character around the assumption that we would start out in whitewall and work on problems related to that area, so I'd be a bit disappointed if we did something completely different.
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*Ahem* Repeat after the broken record. Creation is huge. Fortitude and Whitewall are separated by 1865 miles as the crow flies which includes a mountain range inhabited by a hostile lunar. If you take the road, it's 2917ish miles. These are absolutely enormous distances!I dont mind Whitewall being a starting area. Works great for Afureru, seeing as that the homestead she has taken as an adopted home is likely closer to Whitewall than to Fortitude.
However, Whitewall would probably not like her very much considering Whitewall might have been close enough to have suffered raids from Fortitude.
I had to double-take on those figures. I thought it was 300-350ish, then I remembered that I was thinking of Pneuma. Either way, the distance in a bronze age setting is excessively massive. Even cutting some corners with travel by ship it's a couple weeks at least of nonstop travel.*Ahem* Repeat after the broken record. Creation is huge. Fortitude and Whitewall are separated by 1865 miles as the crow flies which includes a mountain range inhabited by a hostile lunar. If you take the road, it's 2917ish miles. These are absolutely enormous distances!
Yeah. In Ex2, there were canonically 700,000 inhabitants in Whitewall. Excluding the various ambassadorial staff, I would be shocked if as many as 100 had seen Fortitude of knew anyone from there. I would also be unsurprised to find that less than 100,000 of them could even pinpoint it on a map. And Whitewall has like the best education system in the North.I had to double-take on those figures. I thought it was 300-350ish, then I remembered that I was thinking of Pneuma. Either way, the distance in a bronze age setting is excessively massive. Even cutting some corners with travel by ship it's a couple weeks at least of nonstop travel.
I just noticed you have two manses. Is that in your backstory? I haven’t read it yet.Okay, now the puzzle I have to solve is how the savants of Whitewall have missed a pair of incredibly powerful Manses on their doorstep for two thousand years. That's really implausible given the Syndics were around when they were built. So maybe the question I really have to answer is, 'If the Syndics and Whitewall know these Manses exist, why the hell haven't they been using them the entire time?'
Reasons to visit Whitewall are easy once I solve that - the two simplest being to petition the Syndics to teach her, since she can learn to wield their powers and she knows they can banish disease, and to recruit a whole bunch of people from underton to come plow all the new fields.
Leaving aside for a moment that 2 5 dot manses is a pretty incredible set of merits for a starting solar, I think the obvious solution is to place them in the Winter Folk's Wyld Zone just north east of the city. Perhaps the artifact that tested for a divine leader was not as broken as they thought and actually kept the Wyld at bay, and once your character Exalted, those protections fell away.Okay, now the puzzle I have to solve is how the savants of Whitewall have missed a pair of incredibly powerful Manses on their doorstep for two thousand years. That's really implausible given the Syndics were around when they were built. So maybe the question I really have to answer is, 'If the Syndics and Whitewall know these Manses exist, why the hell haven't they been using them the entire time?'
If you had, I would be deeply concerned about your telepathic abilities, and would think about very politely asking you to leave my head.Is that in your backstory? I haven’t read it yet.
*Ahem* Repeat after the broken record. Creation is huge. Fortitude and Whitewall are separated by 1865 miles as the crow flies which includes a mountain range inhabited by a hostile lunar. If you take the road, it's 2917ish miles. These are absolutely enormous distances!
Hmm, I could make it one 5 Dot Manse that yielded a second 4 Dot Hearthstone, but I don't think that really helps. I could toss the whole idea out if it's too grandiose. WlfSamurai Let me know if having super fertility Manses is too much, or a bad fit for the story as it's shaping up. I haven't put pen to paper, so tossing things out and starting from a new angle is easy.Leaving aside for a moment that 2 5 dot manses is a pretty incredible set of merits for a starting solar
The Syndics already bless the area around Whitewall, so it is a bit redundant.Hmm, I could make it one 5 Dot Manse that yielded a second 4 Dot Hearthstone, but I don't think that really helps. I could toss the whole idea out if it's too grandiose. WlfSamurai Let me know if having super fertility Manses is too much, or a bad fit for the story as it's shaping up. I haven't put pen to paper, so tossing things out and starting from a new angle is easy.
What do you base this on? Fortitude is a single fortress-prison, why would you suppose it controls an area on the size of France? Whitewall controls a vally in a radius of about 20 miles and the Traveller's Road going south about 200 miles, but not the area around the road.From city to city it is 1865 miles.
Border to border its about 560.
They're really, really not. Unless you're literally the mongol horde, raiders don't range very far at all. And there is no mention of Fortitude being a great nation of steppe nomads since it's, you know, a fortress-prison. And hell, even the mongols didn't raid hundreds of miles into foreign contries, they raided dozens of miles into foreign countries, and then conquered said contries.The Territories are still close enough to be considered neighboring
1) Only in the region surrounding it. Whitewall is not part of that. 2) Only once every few generations.Yet. Fortitude is canonically trouble. Has when it gets on a roll, it is big enough trouble where the Realm or other power has to step in.
I mean, if you absolutely want to be notorious in a place that has zero reason to know who you are, I have neither the will or ability to stop you, but I hope I've demonstrated that you certainly don't need to. Now if the campaign were set in Grieve - a mere 800 miles away (the distance from the tip of Scotland to Paris) - I might agree that this would be an issue, but Whitewall is way further away, particularly because it's inland. You can't sail there, and no one without very good reason to would make the journey on foot.Furthermore, this isn't a single raid. But multiple years of it. A good five or six years that Afureru has spent gaining a reputation. And even if the Fortitude armies never went east of the mountains, word would have traveled. A maybe they would not have reason to be as the China did of the Mongols. But they would have reason to be concerned.
I agree, of all the locations in the North, this character concept probably makes the least sense right beside Whitewall. I came up with it when it sounded like we were going to be in an original place in the North, largely because it looked to me like Rykon was looking for a place to settle down and create a new polity and I thought it would be fun to be the magical reason why it succeeded spectacularly where so many failed.The Syndics already bless the area around Whitewall, so it is a bit redundant.
The Syndics already bless the area around Whitewall, so it is a bit redundant.
What do you base this on? Fortitude is a single fortress-prison, why would you suppose it controls an area on the size of France? Whitewall controls a vally in a radius of about 20 miles and the Traveller's Road going south about 200 miles, but not the area around the road.
They're really, really not. Unless you're literally the mongol horde, raiders don't range very far at all. And there is no mention of Fortitude being a great nation of steppe nomads since it's, you know, a fortress-prison. And hell, even the mongols didn't raid hundreds of miles into foreign contries, they raided dozens of miles into foreign countries, and then conquered said contries.
1) Only in the region surrounding it. Whitewall is not part of that. 2) Only once every few generations.
I mean, if you absolutely want to be notorious in a place that has zero reason to know who you are, I have neither the will or ability to stop you, but I hope I've demonstrated that you certainly don't need to. Now if the campaign were set in Grieve - a mere 800 miles away (the distance from the tip of Scotland to Paris) - I might agree that this would be an issue, but Whitewall is way further away, particularly because it's inland. You can't sail there, and no one without very good reason to would make the journey on foot.
And all I want to do is beat people up with my bear hands.
Get it? Bear. Hands! Ha!
I still do want the character to build his own dominion. However, I'm content with that being a milestone around E2, with E1 defining an arc where he explores and stretches his limits as a warrior on his own merit. After all, I need point space to justify his reputation and authority.I agree, of all the locations in the North, this character concept probably makes the least sense right beside Whitewall. I came up with it when it sounded like we were going to be in an original place in the North, largely because it looked to me like Rykon was looking for a place to settle down and create a new polity and I thought it would be fun to be the magical reason why it succeeded spectacularly where so many failed.
I think the blessings I would be bestowing would significantly outdo what the Syndics can provide, but that doesn't change the fact that I'd be directly competing with the Syndics' cult doing basically exactly what they do - but better because Solar - right next door, which isn't a thematically or narratively fantastic space. Let me go back to the drawing board and see what else I can come up with.