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Dice Trial by Fire - Exalted 2e OOC

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Regarding my earlier question, I'll go with the ideas revolving around policing work, though I've always imagined the thieves becoming something akin to an intelligence agency that handles both security intelligence and foreign intelligence. For now, because of their low numbers and our dominion's lack of territory, I think they'd be closer to plainclothes/undercover police. They could secretly trail and investigate possible criminals or enemies of the state, keep watch at the marketplace while disguised as civilians in order to pass unnoticed, and occasionally break into a building to gather evidence.

And yes, I don't mind ending the dinner scene right now.
 
That's what I was thinking as well. I've got a mad case of the mondays, so pardon if I'm a little less coherent than normal.
 
Sherwood Sherwood I have stat out the manse for my level 3 hearthstone to find at a later point. Here is the write-up, for your approval:

The Toxic Enclosure
(Manse Lvl 3)
Hearthstone: Jewel of the Maker

MANSE BACKGROUND:
As the Primoridal War still sat at its infancy, the Exalted host desperately searched for ways to destroy the component souls of the great engineers of Creation and bring them low. While they would learn such techniques as the war progressed, and use them to subjugate their fallen foes, at this early point one Solar of the Zenith caste sought to fight them through unconventional means. A great orator even before drawing his Second Breath, Words of Wind believed it might be possible to trap their infinite minds within themselves through properly applied riddles that offered no apparent answers.

As a 3rd circle soul of The Sea That Marched Against The Flame, and architect of mental enlightenment for all civilized beings, Schlamdachte prided herself as one of the foremost thinkers in all of Creation. Great was her surprise when Words of Wind tracked her down in the great Eastern jungles, and greater still was her confidence as she agreed to his challenge of mental acuity. He offered her a riddle concerning an impossible reconciliation between blissful ignorance and all-knowing cynicism. The great component soul was unable to provide a quick answer however and chose to collapse in on herself to focus all her thoughts and energy towards discovering the answer that did not exist. Her elegant form of still-held water, previously held together through her sheer willpower, collapsed before the Solar and formed a small, beautiful crystal-blue pond that one could easily see through to the bottom.

Unable to answer the question, but trapped by her agreement to do just that, Schlamdachte remained in this form throughout the remainder of the war up until its completion. As the former Primordials were warped into unrecognizably selfish beings, so too was this specific component soul twisted beyond recognition. Her beautiful waters bubbled and churned until they were an inky black, and the consistency became something closer to that of thick sludge or mud. The newly founded Solar Deliberative did not see her as an immediate threat, as her own agreement trapped the powerful Demon Princess in her shape indefinitely and rendered her unable to pose a threat to the mortals living nearby. The waters did emanate a form of Malfean-taint however, and slowly over time the flora and fauna near her inky pond began to take on a look and behavior similar to that of the Demon City.

Recognizing that they couldn’t leave the problem to continue festering, the Solar Deliberative commissioned an Earth-aspect manse be constructed over Schlamdachte to trap her essence and reroute her proliferating taint into impotent patterns lacking the strength to leave the perimeter of the manse. This eliminated the risk of mortals stumbling upon the demon and being seduced by her waters but had the unfortunate side-effect of concentrating the demonic taint inside the enclosed structure itself.

At this current point, the manse sits idle and waiting for the hearthstone bearer to return. Schlamdachte holds many discoverable secrets within her dark sludgy waters, and such information becomes readily available if a person willingly submerges their head beneath the surface and opens themselves to a mental two-way connection with her. After all, it is only a matter of time before she finds someone with the piece of knowledge she needs to complete the riddle. And she would desperately like to escape her bondage…
MANSE LAYOUT/INFO:
The manse is entered by throwing open a large essence-reinforced stone door and walking down a descending staircase into a large darkened room, with a massive black pool of slowly rippling liquid sitting opposite the staircase. A stone dais stands at the base of the staircase, containing a socket where the hearthstone forms.

The staircase reeks of blood, leaving the faint taste of copper on one’s tongue, and the descent into the manse forces leaving all comforting light behind as any source of illumination slowly takes on a sickly green tint. Upon reaching the base of the staircase, all lights are extinguished unless they are simple torches or anima banners. Torches blaze with the glory of Ligier’s green sun, and anima banners take on a horrific parody of themselves as they also emit the green light of Malfeas’ sun. Celestial Exalts who pour more essence into their anima can achieve middling results, as their caste mark briefly glows the appropriate color and illuminates their surroundings as it would do under normal circumstances. However, after a moment (5 ticks) the heroic glow is sucked away into the waiting black pond and all that remains is the green glow of their Infernal mirror anima.

Individuals who wish to travel past the stone dais must make a (Stamina + Resistance) roll, difficulty 2, or begin vomiting at the nausea brought on by the combined blood smell/taste and the sickness-inducing green light and can go no further. Leaving the manse and spending an hour outside allows an individual to clear themselves of this sickness and reattempt entry. Wearing special clothing/masks to combat the smells and sights of the staircase automatically fail, as they are magical effects brought upon by concentrated Malfean energy being focused within the manse for over a millennium. To enter the manse at this point requires one to accept the accompanying discomforts.

Additionally, if one does not control the hearthstone to the manse or is not welcome by the manse-owner, stepping past the stone dais compels a cone of essence fire to emerge at them to prevent passage. When first constructed, this essence fire emitted a golden light that damaged creatures of darkness with aggravated injuries, but over time it has suffered the same concentrated Infernal influence as the rest of the manse. Now the essence fire is a sickly green color and instead causes aggravated damage to all who are not creatures of darkness. If there is a single upside to this transformation, it’s that this green fire has managed to prevent every visitor since the First Age from reaching the black pools beyond and deprived Schlamdachte of additional minds to commune with.

Any green lights used to illuminate the barren stone walls reveal paintings that depict horrific slaughters and debased heroes in the throes of monstrous pleasures. If a Celestial anima is made to shine bright within the manse, their temporary glow reveals the paintings for what they truly were when crafted. Warriors shine forth in bold colors and iconic glory to save the smallfolk of Creation from the Primordials, radiant as wonderous heroes of lore and legend. As the light fades back to the sickly green however, virtue becomes vice and the paintings revert to their horrific Infernal alterations.

Any individual who can stomach stepping off the staircase and kneel beside the pool of inky black sludge will hear the faintly seductive temptations of Schlamdachte as she tries to convince them to submerge their head within her waters. Doing as she requests allows them to commune with her and gain access to her great stores of information.
MANSE POINT DISTRIBUTION:
Habitability (+1)
--> This manse offers no amenities but could be used to provide shelter (assuming those who camp inside can stomach the nausea and images of debauchery).

Ultra-Deadly Trap (-3)
--> The stone dais that houses the manse’s hearthstone also acts as a gateway to the black pools of Schlamdachte. Anyone that attempts to pass by it (without the hearthstone bearer’s permission) suffers an immediate attack as green essence fire is released towards them. The infernal fire has an attack pool of 12 dice, can launch a separate attack once per tick (requires 3 ticks to move into and out of its range), and deals eight dice of piercing damage (aggravated to non-creatures of darkness) when it hits. The dais draws its energy directly from the pools, and as such has an endless supply of essence to attack intruders with (while they are in range).

Archive (-2 x 2)
--> 1) Ability- Occult (Demon lore)
--> 2) Ability- Craft (Esoteric, something non-mundane)
--> 3) Spells
o Demon of the First Circle
o Blood Lash
o Emerald Circle Banishment
o Internal Flame
o River of Blood
--> 4) Secret
--> 5) Secret
--> 6) Essence Enlightenment

* I purposefully left two of the spots from archive listed as [Secrets] without fleshing them out, so that you could make use of them as you see fit (possible plot devices?). I would like at least one to help push us towards Denandsor at some point, but I leave it all up to you.
* The essence enlightenment slot is to represent the 3rd circle demon's intimate knowledge of spiritual enlightenment, and thus her ability to act as a tutor for raising an individual's essence score one time
 
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I'd been slackin on updatin my combat stats notes post artifacts, got my battle block for tracking ready.

Edit: After taking a second look at attunement costs for armor, I may request an Orichalcum Chain Shirt at some point from you MasterDAF MasterDAF , unless by some miracle magitech armor is in the cards. A little too squishy right now given that I've barely bought into my Hurricane Sword Fortress combo =<
 
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Edit: After taking a second look at attunement costs for armor, I may request an Orichalcum Chain Shirt at some point from you MasterDAF MasterDAF , unless by some miracle magitech armor is in the cards. A little too squishy right now given that I've barely bought into my Hurricane Sword Fortress combo =<
If we can get our hands on some Orichalcum, or grab some artifacts to melt down (I'm planning to take the procedures to smelt it pretty soon), then we'll be in business!

For the interim, I've got a Jade daiklave right now I'm eyeing as food for the forge. If you want I can start smelting/pulling together supplies to get you a chain shirt of Jade, until the Orichalcum happens.

I'd like to do some magitech building down the road, but as you can imagine it'll be a ways still before we get there.
 
Just to give everyone a quick heads-up, this Thursday night I'm flying out to Texas to see some family over the weekend, and will be back home late Sunday night. I'll bring my computer with me, but my posting schedule will be a bit limited.
 
If we can get our hands on some Orichalcum, or grab some artifacts to melt down (I'm planning to take the procedures to smelt it pretty soon), then we'll be in business!

For the interim, I've got a Jade daiklave right now I'm eyeing as food for the forge. If you want I can start smelting/pulling together supplies to get you a chain shirt of Jade, until the Orichalcum happens.

I'd like to do some magitech building down the road, but as you can imagine it'll be a ways still before we get there.
I appreciate the sentiment, but I think it'd be of better use as a gift to a vassal or an ingredient to a more long-term artifact. My DV game will be exponentially improving with the next charm purchase at least.
Just to give everyone a quick heads-up, this Thursday night I'm flying out to Texas to see some family over the weekend, and will be back home late Sunday night. I'll bring my computer with me, but my posting schedule will be a bit limited.
Thanks for the heads up, hope y'all have fun. Try not to let the heat get to you.

Edit: Finished the basic lore write up for what I have for the combat style. At some point I kind of wanna homebrew an SMA imitation the Bronze Faction would have created.
 
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Just to give everyone a quick heads-up, this Thursday night I'm flying out to Texas to see some family over the weekend, and will be back home late Sunday night. I'll bring my computer with me, but my posting schedule will be a bit limited.
That ought to be fun, I love flying when traveling rather than driving whenever I can swing it! :)
 
I'll be traveling with my five year old on her first airplane flight. It will be an experience.
 
Since I have Hearthstone Bracers, does that mean I get three dice I can roll for possible increases to DV?
 
MasterDAF MasterDAF That grenade throw was nearly perfect for the timing. The room you are in was just a little small for it; that's why you were in the edge of the blast. Other than that, you deserve props for affecting almost all the bad guys against you.
 
Sorry I'm not as active, works busier today. Having to nuke antiquated objects in an old system and see what's left. I'll be home in an hour or so for active posting.
 
Well crap, I was mistaken about infinite ability mastery. Apparently it's got a really low cap at e3. So I can only spend 6m on it for a 3 die benefit. I'll make corrections here in a sec.
 

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