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Dice Trial by Fire - Exalted 2e OOC

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I'm in agreement with y'all, Implosion Bows and perhaps other mounted Light Essence Cannons could come in handy for city defense. I've been playing with the idea of starting work on multiple different geomantic sites, with an eye towards powering up demenses for eventual fortified manses with integrated essence artillery. These could make great blockhouses along the perimeter of our defensive walls, and impregnable forts/redoubts if placed farther out in our expanding territory.

And what would be a good way to prevent Exalt prisoners being able to use essence/charms, so that she can interrogate them safely?
We actually collected four sets of manacles from a prison in Chiaroscuro that should do the job. I'm not sure who is currently in 'possession' of them at the moment, but they are valuable enough that certainly someone in the group has them.
 
Sherwood Sherwood What is the month order you'd prefer we use for in game? I don't remember ever seeing the actual order listed in canon (though please correct me if I'm wrong), but I did find a neat treatment of it online. Based on their calendar and suggestions, and my weather description alterations to more closely mirror the seasons of Earth, it would be something like this:

View attachment 466661

(1) Ascending Air - Resplendent Air - Descending Air
(cool months ramp up into 'winter')

(2) Ascending Water- Resplendent Water - Descending Water
(wet season/thaw coming out of winter)

(3) Ascending Earth - Resplendent Earth - Descending Earth
(beginning of 'spring' and growing season)

(4) Ascending Wood - Resplendent Wood - Descending Wood
(continued 'spring' and long growing season)

(5) Ascending Fire - Resplendent Fire - Descending Fire
(growing season ends as 'summer' starts and grows)

(6) Calibration
(sun/moon/stars absent from the sky, world covered in perpetual twilight, random flash-storms as extreme heat rapidly decreases to cooler weather)

*Each month is 28 days, creating 84 day seasons, and Calibration is obviously 5 days itself.*



The reason I ask is because I would like to create a 'journal' of Viktor's journey during the 9 months he was apart from the group gathering the ring components. Additionally, it would also provide us a way to track the seasons for purposes of taking certain actions based on natural weather (such as increasing trade caravans with Southern allies during the cooler months or doing less widespread traveling during the wet months when the ground is soft and difficult to traverse). If you were willing to go along with this, around roughly when would the tomb-raid fall on the calendar?
I had not put that much thought into the calendar to give a good answer. Hmmm. We'll go with the calendar as you have provided above for your travel plans.
 
I'm in agreement with y'all, Implosion Bows and perhaps other mounted Light Essence Cannons could come in handy for city defense. I've been playing with the idea of starting work on multiple different geomantic sites, with an eye towards powering up demenses for eventual fortified manses with integrated essence artillery. These could make great blockhouses along the perimeter of our defensive walls, and impregnable forts/redoubts if placed farther out in our expanding territory.

Do you think we should look at getting Dragon-blood allies with a penchant for craftsmanship? Otherwise I fear Viktor might have his hands full with building all the weaponry we'll need.
 
We will be actively recruiting for the foreseeable future. Whether or not a major effort occurs pre Rathess is another issue in itself. What are your thoughts Psychie Psychie ? How cautious would you prefer our Rathess move to be?
 
Do you think we should look at getting Dragon-blood allies with a penchant for craftsmanship? Otherwise I fear Viktor might have his hands full with building all the weaponry we'll need.
Not if he wanders off into the Wyld and picks-up a multi-hand mutation!! ;)

In actuality, I certainly do plan for Viktor to make some crafting allies as we progress. Not only would they reduce workloads and allow for more to be done at one time, but there are also certain benefits I can gain crafting with more puissant people (such as Exalts, Demons, etc.). Additionally, if I attempt to craft something that is made mostly from a Magical Material that isn't Orichalcum, than I will take a -2 penalty; with a DB crafter helping however, my penalty will be removed, allowing me to craft more easily with a larger assortment of materials.

One way I'm attempting to bridge the gap for now is making use of his mortal blacksmith henchman (Sahlaynah) as a trusted 2nd (in terms of crafting), and considering taking the Solar charm (don't remember what it is called off the top of my head) that allows you to imbue a mortal with Solar power as long as you keep some essence committed to them. That could help create artificial managers/higher level crafters, at least until more are brought into the fold to work under his direction.
 
I feel like a dunce for forgetting this... I have an excel cheatsheet I made for crafting years ago. I need to send it to you.
 
I wasn't planning on the Rathess trip until we wrap up the next few days IC. That will give everyone time to scheme together.
 
I have had a soft spot in my heart for Rathess since I saw the book way back in 1e. But, I'm enjoying the pace of the story as it stands, and waiting a bit will give everyone some time to buff up their characters with more Charms/Essence/Stuff before we make a move on the old ruins.
 
One way I'm attempting to bridge the gap for now is making use of his mortal blacksmith henchman (Sahlaynah) as a trusted 2nd (in terms of crafting), and considering taking the Solar charm (don't remember what it is called off the top of my head) that allows you to imbue a mortal with Solar power as long as you keep some essence committed to them. That could help create artificial managers/higher level crafters, at least until more are brought into the fold to work under his direction.

Power-Awarding Prana, I believe it's called. It's a Lore charm.
 
Here is a question for everyone. Are we going to make a long term plan of moving into Rathess as our new HQ, or are we going to stick to Gwynnin and just build it up with tech we can steal from the old city?
 
Phone is limiting my ability to vet this, but take a look and lemme know if this is it.

Exalted-Artisan's Calculator.xlsx

Edit: yeah just as I remember it... skill minimums, difficulty calculations, bonus successes from assistants calculated, workshop bonuses, magical material bonuses... it's all there. The light green background cells are the stuff you can change to make the magic happen.
 
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Here is a question for everyone. Are we going to make a long term plan of moving into Rathess as our new HQ, or are we going to stick to Gwynnin and just build it up with tech we can steal from the old city?
I'm torn. These are our people, but Rathess is the first capital and the act of rooting ourselves there would have a poetic quality to it. D= Also Dragon Kings are cool AF.
 
Here is a question for everyone. Are we going to make a long term plan of moving into Rathess as our new HQ, or are we going to stick to Gwynnin and just build it up with tech we can steal from the old city?

If we can convince the people of Gwynnin to move into Rathess, keep them safe on the journey and make the city livable for them, I say we relocate to Rathess. Whatever happens, we don't abandon our people.
 
I'm good either way, but I agree that there is a poetic quality to permanently establishing ourselves at the old capital in Rathess. We can always move there, and keep Gwynnin as a protectorate. Assuming we'll be creating/annexing local areas nearby as we grow, there is no reason in my mind that Gwynnin can't be made into a fortified city at the edge of our influence.
 
Phone is limiting my ability to vet this, but take a look and lemme know if this is it.

Exalted-Artisan's Calculator.xlsx

Edit: yeah just as I remember it... skill minimums, difficulty calculations, bonus successes from assistants calculated, workshop bonuses, magical material bonuses... it's all there. The light green background cells are the stuff you can change to make the magic happen.
Pretty snazzy!
 
Well, regardless of whether or not people want to move to Rathess... Gwynnin is not turf we will yield lightly. The goal is the restoration of a unified creation, so the settlement will continue to be a point of interest within the Emperor's personal demesne of authority.
 
True, but as a guy wanting the best for our people, rather than a demi-god with aims of becoming the world's greatest thief, I would rather that Gwynnin be able to take care of itself without our help before we move on to Rathess, assuming both places are a long way apart from each other.
 
What I mean to say, is it will be a city we still invest in heavily to develop. It will not have any prefectural supervision other than the direct oversight of the Emperor and Empress. It will be a point of vain pride, but that place will be made of wonders and miracles before we take eyes off it, so help me.
 
True, but as a guy wanting the best for our people, rather than a demi-god with aims of becoming the world's greatest thief, I would rather that Gwynnin be able to take care of itself without our help before we move on to Rathess, assuming both places are a long way apart from each other.
I agree with wanting Gwynnin to be self sufficient before we move to Rathess (yep, they're something around 1,000 to 1,200 miles apart if traveling purely by river). Though I'm also assuming this will be the first of several expeditions to Rathess before we look to settle there. What are everyone else's thoughts concerning that?
 
I suggest a scouting mission with the Exalts first, before we try to wrangle any of the mortals with us. Establishing a good river trade back and forth will take some work, but it will be the fastest and safest way to move across country.
 
I've been planning on getting our Sid-bros to send us sympathetic martial art masters to set up dojos in Gynnin, may as well go on an Uncle Sam recruiting drive for outcasts dbs while were at it.
 
I suggest a scouting mission with the Exalts first, before we try to wrangle any of the mortals with us. Establishing a good river trade back and forth will take some work, but it will be the fastest and safest way to move across country.

I'm pretty sure Ram will be able to keep the town safe while we're gone. And while we're on the subject, do we have someone who can be put in charge of the bureaucratic stuff while we're gone?
 

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