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Dice Trial by Fire - Exalted 2e OOC

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Indeed... We will conquer creation by giving little people the tools, talents, and tenacity to do it for us.
 
I love being able to form your own empire in this game. :cheshiregrin:
I hear that! The games I've played in person have dabbled with it, but never actually jumped feet first into making it happen. So definitely exciting as we piece together the workings of our Empire-to-be!
Lord Architect's Pipeline of Ambition (A prioritized queue of infrastructural projects. Really gonna need your feedback on this MasterDAF MasterDAF )
I serve at your pleasure, my liege... ;)

I've been batting around a few ideas for large scale projects to affect the entirety of the nation. You mentioned the importance of guilds (such as the plumbers guild), for their ability to make common the luxuries that most mortals can't afford on a normal basis, and so I've been trying to think in that direction. A few ideas:

1) Better systems for irrigation: I'm no farmer in any way imaginable; taking that into account, I did a little light reading. I found out that the most common form of field irrigation used in less-developed parts of the world is called flood/furrow irrigation. Using this "low tech" method of irrigation basically amounts to collecting buckets of water and pouring them onto the fields. Its simple and cheap, but much of the water can't be reused due to evaporation and transpiration through the crops, and if the land isn't level then much of the water will flow towards the valleys and leave the higher areas less nourished.

Why does this matter for us? In the aftermath of the Great Contagion, basically everybody who is a rich Dragon-Blooded (or blessed by a little god) would be forced to use flood irrigation due to a lack of serviceable infrastructure for greater irrigation. I remember reading at some point that in the First Age, vast irrigation systems were constructed to turn the hot Southern Threshold into a temperate area great for growing food. It would make sense that the Southeast would be able to support a similar infrastructure for more efficiently increasing crop-yields, but with their crisscrossing network of rivers they would have easier access to water for moving across fields. As such, I propose that we work towards recovering manuals and mechanisms that would allow us to siphon water from the nearby rivers and move it across the fields inside/surrounding Gwynnin. In coordination with tamping the ground to keep it all leveled, making gravity work in our favor and prevent run-off, we could use tools (pipes, etc) to move water across the fields quicker and more efficiently. We would need less people out managing the fields and hauling water on a daily basis (until picking season), and our crops should produce more heavily with less lost water, allowing us to support our increasing population.

With the right First Age knowledge and materials, I think the Office of the Lord Architect could construct pipes with some kind of material (not sure what yet, maybe some kind of Jade-metal alloy) to prevent them from rusting or collecting unwanted sediments. We could create small buildings on the river containing essence turbines, and connect the turbines to water wheels that pull water from the river and deposit it straight into the piping. The turbines could be powered by a small constant amount of essence, either motes or a hearthstone (kind of like essence artillery), thus reducing the overall manpower required by allowing a small group of individual to control a large amount of the irrigation for each section of fields. Just throw in some friendly spirit blessings on the fields for good measure, and we've got a veritable breadbasket by this time next fall!

2) Indoor Plumbing: As you've mentioned the advent of indoor plumbing would be a great luxury to pull in potential allies and citizens. On top of this, I think it would help to prevent the risk of diseases spreading around the population, and could make use of a lot of the same techniques/resources required of the irrigation projects. As such, I think this would be a great project to undertake after the irrigation project, though obviously as Emperor you'd have final say on the order of projects, assuming you wanted things done in an order different than what I establish. Whatever order we go with, I think there are elements of both projects that will help inform faster work on the subsequently chosen one.

3) Consistent Lighting/Energy within Town Borders: While I have no doubt that many of the larger towns use torchlight to illuminate larger plazas and heavily-used gather locations when night-falls, there are plenty of alleys and other by-ways that the light won't reach. This lack of light increases the risks of criminal occurrences, and while we will certainly be working to prevent such acts within our Empire, the Solars of the First Age couldn't dispel all crime, so we will certainly have to contend with it ourselves (especially as our influence grows to cover multiple locations, preventing us from having as much direct oversight within each territory). One way to help prevent crime is to keep areas well lit, as this discourages potential criminals and decreases the opportunities for incapable guardianship to occur. Additionally, having access to consistent lighting within the home (especially at night) would be a huge boon and another "luxury-leverage" to pull in outsiders. By doing further research on the essence crystals Viktor found in the Southern Exalt-tomb living quarters, we could (theoretically) reverse engineer them and then mass produce our own for use in Gwynnin. For now this would all be limited to just illumination, but as more insights into Essence manipulation are discovered (and Lance finds ways to reincorporate more of the First Age magitech techniques) I could see the capacitors (proposed below) eventually being retrofitted and used to power other forms of energy-required needs as well.

We could create some kind of large Essence capacitors to store ambient essence, and use them to power a network of interconnected crystals arranged throughout the town. We could also make sure each home has enough essence diverted from the capacitors to provide some pre-decided upon number of crystals within the household, so that each family has a source of indoor light without relying on an open flame. We would certainly need to discuss how to work that out in character, with our recommendations informing the Emperor/Empress' final decision, but an example I think would work would be something like:
- Each crystal requires one mote to stay lit from the time the sun rises above the horizon to the time it touches back down, and then another mote lights it from the period the moon takes over from late evening until early morning.
- Each capacitor would be built of orichalcum and adamant (one to resonate with the sun and one for its durability), it could store (x) amount of essence for the network (maybe something like 50 motes?), and we would need to create enough capacitors to power the town plus probably a few extra in-case of sabotage or plain bad luck.
- The light of Sol's passage across the sky helps to rejuvenate the capacitors, providing 5m per hour absorbed through the orichalcum panels (sorta like real world solar-power) to a max of 12m per day. Perhaps some could be retrofit later to include Moonsilver panels instead of Orichalcum, to absorb moonlight rather than sunlight?
- Capacitors could be powered directly by an Exalt's essence in case of emergencies; by placing a hand upon the absorption panel, an Exalt could transfer motes into the capacitor on a 1:1 basis, with Solar essence providing a 5:1 bonus on Orichalcum panels and Lunar essence providing a 5:1 bonus on Moonsilver panels.
- Maybe mortal households are allotted a number of indoor crystals equal to (5 or # of mortal residents, whichever number is smaller), so at max load each house would require 10m per day to remain constantly lit.
- Exalted households could be automatically allotted 5 indoor crystals, with an additional (1 or 2?) if they serve the government in some important capacity (such as a delegate or magistrate).

If anyone has any additional ideas for the essence capacitors (or a better way to go about them), I'm more than happy to hear them! :) I'm trying to think up improvements based on real-world tech and advancements, while still providing some sense of magic/fantasy to it, so I'd love input on other ways to make it seem more Exalted-y, or additional infrastructure ideas in general!

4) Improved Defenses: With increased amenities and magical conveniences (especially considering we are trying to tool a majority of them towards use by the common folk) will come those wishing to take them. Gwynnin has defensive fortifications surrounding portions of it, but I can think of a few ways to further reinforce our position:

- I think we will want to begin work on smaller outposts at the edges of our territory. These would give us advanced warning of impending strikes by land (especially if each is staffed with a sorcerer with communication spells), and if bypassed they would provide a small garrison to either harry opposing forces or swing in and strike the exposed backside of a sieging army as we defend the town from inside.

- Stone keeps or other small fortifications, equipped with a ballistae or fixed-catapult at the top, could be constructed along the river portions of our territory to both communicate and defend from invasions (similar to the above proposed outposts), as well as extract taxes from trading vessels passing through our territory. I could see an option wherein ships are incentivized to trade with us (allowing us to then regulate the movement of goods beyond our position on the river) by allowing merchants to dock and trade goods at Gwynnin free of tariffs, but if they decide to move past without stopping in our ports, then they are taxed before progressing (at threat of attack via the nearby naval towers). Thus, if they bypass us we will essentially collect customs on their goods (making it more expensive to trade further down the river), and if they choose to make us their main trade-hub, then they get to keep 100% of their profits. I guess we could even show favor to allied nations, by allowing their trading cogs to pass without taxes being collected, so we would benefit in the form of influence with allies as opposed to financially. I'm no economics-brain so I don't know if this would translate to success in the real world at all, but off the top of my head I could see this being effective for our backwater medieval-esk town. As always, feel free to tell me if that's not the case, haha!

- Especially if we decide to construct a series of water-wheel turbines on the rivers near us, I think it would be beneficial to put stock in a Seawall. That would not only further reinforce our main port at Gwynnin and secure our naval entrance from assault, but it would also protect our water-tech related investments. If those were to be destroyed, that could create problems wherein by the time we repair them the crops have already begun to die (or horrible things concerning indoor plumbing that I will leave to the imagination).
 
Sherwood Sherwood Would it be alright if I made a series of crafting rolls to account for the six months Viktor has been back in Gwynnin after returning from gathering the materials for the rings? Using Craftsman Needs No Tools, I am generally able to shorten the crafting times for artifacts from one season (three months) to about 10 days (if I'm remembering correctly), so that would provide a few rolling opportunities to complete the wedding rings. I do intend to eventually transcribe some fun (abridged) notes from his journey, but for now I just want to figure out if I'm actually cleared to make these rolls, so that I don't hold up the IC flow as the wedding approaches.
 
I will elaborate on my designs as they exist when I'm at a keyboard. Couple of points I want to touch on though is reverse engineering that collar of Dawn's cleansing light for larger sanitation purposes and leveraging geomancy/hearthstones for purification to have a more sure fire way of outbound piping not contaminating the drinking water, which I had wasted more time worrying about than I probably should have.

For farming, I want to encourage composting and irrigation by piping water to the fields for automation and cooperation with terrestrial spirits of decay and agriculture.

For energy, I'd recommend geomantic nexus, especially since I want to sponsor Dragons nest manses for each imperial charter gens.
 
I never even considered something like that, reverse engineering the Collar of Dawn's Cleansing Light is an inventive idea! I can definitely see where that could work wonders towards the purpose of helping provide sanitation on a larger scale.

Gotcha, so irrigation will be more of a melding between constructed infrastructure (piping in water) and "people resources" (Terrestrial spirits) to provide enchantments to the fields. That seems like a good way to do it, and I imagine we'd be hard pressed to build something that mimics a spirit's "Creation-tending" job better than it could do itself.

I'd forgotten about the Dragon's Nest power in manse construction, certainly a useful one and I'll bet that will be good additional leverage for drawing DBs to our banner and committing to the creation of charter gens. When you say "geomantic nexus" though, what are you referring to? I can find nexus, for linking manses together in a network, but not anything other than that. Maybe I'm looking in the wrong spot, is it outside of Oadenal's Codex?
 
Unused manse points being siphoned off into a power grid for passive energy production. You'd solve the load curve issue also with some sort of magitech capacitor or battery.

At my last job in the energy sector, the most reliable power storage we had was pumping water up to a mountain reservoir in off hours then sending down the dam turbines to generate in peak time. If necessary, something similar could be arranged, but this is Exalted so I dunno if such minutiae is warranted.

Edit: as in we could get a big air lesser dragon to be a conduit of electric power. Just tell him to grab some wires and go apeshit I dunno.
 
Unused manse points being siphoned off into a power grid for passive energy production. You'd solve the load curve issue also with some sort of magitech capacitor or battery.
Ok, I think I follow you. So it would be like purposefully building a manse at a lower level than the demense it caps, and then giving it the Essence Vents power. Except here, our 'essence vents' would actually be installed as a purposeful way to transfer the "unused" levels of the demense as pure 'essence energy' for providing energy around the town. And then magitech capacitors would hold the excess energy during the times of day that the demand is low, right? (not super familiar with load curves, past the idea that higher loads require a greater energy output to sustain)

Edit: Haha, maybe we ARE overthinking this a tad! ;) I'll admit, it is fun though!
 
Also, before I skim past taxes... perhaps my location skews my perspective but I think we should rely mostly, or solely, on a sales/service tax. Here's my reasoning...

Income taxes create a black hole of tax evasion if you tax at net income and obliterates low margin operations like commodity producers when at gross income. It also places the burden solely on residents.

Sales taxes makes businesses pay as they use supplies and services of others (though many US businesses can claim exemptions to this, we will shield no publically operated enterprise from this basic tax), it also ensures tourists pay into state coffers and helps us be more generous with subsidizing things like medicine and basic infrastructure. Another benefit from a dork's perspective is that all my taxes on record clearly show prosperity by industry.
 
Also, before I skim past taxes... perhaps my location skews my perspective but I think we should rely mostly, or solely, on a sales/service tax. Here's my reasoning...

Income taxes create a black hole of tax evasion if you tax at net income and obliterates low margin operations like commodity producers when at gross income. It also places the burden solely on residents.

Sales taxes makes businesses pay as they use supplies and services of others (though many US businesses can claim exemptions to this, we will shield no publically operated enterprise from this basic tax), it also ensures tourists pay into state coffers and helps us be more generous with subsidizing things like medicine and basic infrastructure. Another benefit from a dork's perspective is that all my taxes on record clearly show prosperity by industry.
Sounds like a winner to me!!

Now we just need to figure out where to build 'Solar World,' and its charming 'Its a Small Creation' ride. Tourists can pay to watch demons wearing costumes of us reenact the origins of our mighty Empire, and if they submit a talent of Jade annually, they get free horse-cart parking whenever they visit!

...I'd feel bad for the demon pretending to be Darian though; every time they pantomime a prayer to the Unconquered Sun, they'd risk the sun's wrath!! xD
 
I also want the people to have the earnings to grow their own world a bit. More luxury spending means more growth in luxuries, even for us poncy lords. It's also liable to loosen pressure on family sizes to feed city growth and military needs.

Edit: anyone feel free to chime in. I dont wanna steamroll others opportunity to contribute. Though I understand if we're getting too far in the weeds .-.
 
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Forgive me for being dense as usual Sherwood Sherwood , but what do we know of Apple and Ram other than aspect? As in skillset, background, goals, etc.
Apple is a older woman, somewhere over 300 years, and has come to Gwynnin to retire from a life of adventuring. She could have been a ruling figure in town, but has only dabbled in politics. Instead of that, she loves to tend her garden. Her initial opinion of the Realm and its Wyld Hunt is that it is a band of bullies that murder children, and she at least claims to have never participated or even given information to the Dynasts of the Realm.

Ram is a much younger man at only 45 years, and is as hot blooded as his Fire Aspect would indicate. He is the nominal leader of the town's militia and police force, and is working to train up his guard force to be up to facing off against the expected invasion of the Realm once they find out that there are Solars here.

Sherwood Sherwood Would it be alright if I made a series of crafting rolls to account for the six months Viktor has been back in Gwynnin after returning from gathering the materials for the rings? Using Craftsman Needs No Tools, I am generally able to shorten the crafting times for artifacts from one season (three months) to about 10 days (if I'm remembering correctly), so that would provide a few rolling opportunities to complete the wedding rings. I do intend to eventually transcribe some fun (abridged) notes from his journey, but for now I just want to figure out if I'm actually cleared to make these rolls, so that I don't hold up the IC flow as the wedding approaches.
You will need to let me know just what kind of projects you are working on, but yes, I'll let you make a roll for each month that you are in town. Add three dice to all of your rolls to represent the extra time you can spend on your projects, along with the added help of the townspeople that you can employ.
 
You will need to let me know just what kind of projects you are working on, but yes, I'll let you make a roll for each month that you are in town. Add three dice to all of your rolls to represent the extra time you can spend on your projects, along with the added help of the townspeople that you can employ.
Cool beans! And thanks for the extra workforce, three additional dice can go a long way (especially when considering the difficulties involved in crafting artifacts!).

I'll list them one at a time, so that if I don't complete one during a select month (pretty likely) I can continue doing it the next month. Once I've (assumedly) completed the project, I'll move on to the next month and new project.

Month 1 : Rings of Auspicious Bethrothal (Artifact 3)
- Since this is picking up as Viktor returns from gathering the three exotic components, and each component recovered is worth 5 successes towards the completion of the artifact, (with your approval) Viktor will end the theoretical/gathering portion of artifact construction with 15 accrued successes and now begin the crafting portion (which requires an additional 45 successes at difficulty 5). I plan to use Craftsman Needs No Tools (7m, 1wp), a full apportioning of the First Craft Excellency (9m), and spend a Willpower for an automatic success (1wp).
 
Sherwood Sherwood Okeydoke, I'm just shy of the halfway mark for crafting the wedding rings, so month 2 will continue where month 1 left off.

Month 2: Rings of Auspicious Bethrothal (Artifact 3)
- Will use Craftsman Needs No Tools (7m, 1wp), max 1st Craft Excellency (9m), and 1 Willpower for an auto-success (1wp)
 
Don't forget you can channel a Virtue to get extra dice if you need them.
Hmmm, I'd forgotten about that! Thanks for the reminder! In that case, I'll spend the WP to channel conviction (explanation: Viktor's forging of the wedding bands constitutes his first major step towards crafting an artifact for a purpose besides profit; if he is to ever craft something worthy enough to compel the Lookshy General Staff to overlook his status as a Solar, he will need to have a wealth of experience to draw upon, thus this actively helps Viktor prepare himself for the eventual crafting of his magnum opus)
 
Sherwood Sherwood Continuing the craft rings roll into month 3

Month 3: Rings of Auspicious Bethrothal (Artifact 3)
- Will use Craftsman Needs No Tools (7m, 1wp), max 1st Craft Excellency (9m), and 1 Willpower for an auto-success (1wp)
 
Hey Sherwood Sherwood , just a thought, but one roll per month seems a little stingy to me. Can we increase that? At least another roll to be able to get something good for the town?
 
I also just realized I've been building towards the wrong total successes required. I'll need 60 total for Artifact 3, not 45; I'll note that in the post.

Thanks Sherwood! I had originally thought that using my Craft charm would allow me to do crafting work at 9 times the normal speed (Essence x 3), or a roll every ~10 days. When you said once a month though, I figured you must've thought the charm was too OP. My calculations were if each season in Creation is 3 months (to match with the elements, not including Calibration), and a single crafting roll takes place over the course of a season, then a normal crafting roll would take roughly 90 days to complete. Then factoring in the time-benefits of the Craft charm (complete [Essence x 3] hours of work in one hour), and you end up completing a season-worth of crafting in roughly (90 / 9 = 10) 10 days, or a third of a month. Of course, a lot of that is kinda rough approximations (who knows if their months actually last ~30 days?), but that was my thought process with it. I appreciate you letting me use it to do three rolls a month, that will definitely help to increase the productivity! :)
 
Sherwood Sherwood Alrighty, so this will be roll #4, taking place during the first third of month #2

Month 2.1: Rings of Auspicious Bethrothal (Artifact 3)
- Will use Craftsman Needs No Tools (7m, 1wp), max 1st Craft Excellency (9m), and 1 Willpower for an auto-success (1wp)


* Also, how do you add the "Spoilers" tag? I'd like to use it to shove all these dice results in, so they don't end up filling up the page*
 

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