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Lady Idril
Hobbit
Posts: 10
(3/30/04 3:35 pm)
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The World of Creation [Exalted]
I wanted to put a game up in here that I'd actually play (I don't *do* Middle-earth RP), so I'm going to try and work something out along the lines of Exalted, the white wolf RPG. I'll select information from the rules and background, and post them up here a bit at a time until I think there's enough to mess around with. We'll start with the basic game concept sometime later this evening... I'm just shoving this thread here to remind myself. :) Hopefully some of you will find it interesting enough to join in.

Lady Idril
Hobbit
Posts: 11
(3/30/04 6:17 pm)
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A Brief History of the World
Bear in mind that this information is mostly intended to form a backdrop to the world, so please don’t be put off if you don’t understand half of it! I’m planning on posting more explanations. Elfie -- I told you this would be bare-bones, but there’s only so much you can strip off! Scary.

Have a little extract from the rulebook to start, though I'll not be quoting this too much I think, as it has a very... long-winded style at times. Not that I'm the most concise of people :rolleyes


“Exalted is set during the Second Age of Man. The First Age was a golden time of peace and harmony, when men anointed by the gods ruled the world with an even and benevolent hand. These beings were known as the Exalted, and they were given their powers in the time before history to fight against the enemies of the gods.
When the Exalted were created, they were of two sorts -- Terrestrial and Celestial. The Celestial Exalted were the Chosen of the great gods and could command the power of the heavens, but their power was too great to travel through the blood. Instead, when one individual died, his or her power was manifested into a new individual -- reincarnation, but into a mature adult rather than a newborn. The Terrestrials, also known as the Dragon-Blooded, where the chosen of the elemental dragons. They were less powerful but more numerous, as their children stood a good chance of becoming Exalted when then entered puberty.”

The rulebook has a lot to say about the first age, but the basic information, the need-to-know stuff, is this:

The rulers of Creation in the first age were the Solar Exalted, associated as I guess you would expect with the sun, and more specifically a deity called the Unconquered Sun. The other kinds of Exalted are Lunars, associated with the moon, Sidereals, and Dragon-Blooded. These formed the ruling classes, with Sidereals frequently acting as advisors to Solars, and Lunars often being their consorts. Dragon-Blooded were in fact the soldiers of the Realm. Everything was peachy for a while, but the Solar Exalted ended up on the receiving end of a curse from powerful enemies of the gods, and things went bad, with the Solars essentially carrying out a reign of terror. The Dragon-Blooded, acting to save the butts of themselves and everyone around them, had a big uprising and slew the Solars.

I could be making this sound tons more poetic, couldn’t I? But there’s less to read this way, so deal with it. ;)

Anyway.

From here on in, things go from bad to worse for some time -- first, there’s widespread plague, referred to as the ‘great contagion’. 9 out of 10 people die. As a fun follow-up to this, various nasty creatures invade, such as the Fair Folk (these are not nice fairies, people), and threaten to overrun the World of Creation. They were able to do this because most people were dead, and the Realm’s defences were unmanned. Just in time, a Dragon-Blooded woman managed to gain control of the defences, and turn back the Fair Folk and the chaos they bought.

This woman was able to set herself up as Empress of Creation, and ruled for around 800 years. The Dragon-Blooded Exalted became the most powerful by sheer weight of numbers; although the Sidreal exalted, who are known to be cunning and manipulative, are thought to have lurked on and manipulated things behind the scenes. Measures were set up to prevent the return of the Solar exalted: the teachings of the Realm set them up as completely evil monsters known as the Anathema, and the force known as the Wyld Hunt was set up, with the purpose of destroying any Solars it discovered. The Wyld Hunt is very, very efficient, so while the Empress reigned no Solars of significant power were around. The Lunar Exalted that are left are essentially insane, twisted, and often quite umm.. bestial. They lurk on the borders of Creation, in areas where reality is less fixed than elsewhere, which are known as the Wyld. This is very different to the wild. The two should... not be confused.

During this period, another kind of Exalted emerged. It’s not really known if they even are true Exalted, but they appear to manipulate the world in a very similar way to other Exalted. They are the Abyssal Exalted, who serve Deathlords -- creatures of the underworld, they are moving into the world of Creation -- another threat the the world. There’s a lot of it about.

The time in which we play is a period of chaos. Around five years ago, the Empress vanished in mysterious circumstances. There was no real mechanism set up for replacing her, as she never expected it to be needed, and so the Realm is on the verge of civil war. Various offshoots of the Imperial house are eyeing the throne with great interest. The most important upshot of this from our point of view is that this has led to a great deal of chaos in official organisations. Such as, for example, the Wyld Hunt. For the first time in several hundred years, a Solar who has recently Exalted has a chance to survive for long enough to learn to use his or her powers; and in fact, Solars are reappearing in large numbers, as though this lapse has been noted by the powers as a chance for the Solars to regain their rightful place.

Most people will play a Solar Exalted who has come into his or her power within the last five years.

elbereth elvenstar 
~*Tamaiti a te rangi*~
Posts: 3378
(3/31/04 12:55 pm)
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Re: A Brief History of the World
Its ok:) So how do we settle our characters in this exactly?

Lady Idril
Hobbit
Posts: 12
(3/31/04 2:27 pm)
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Re: A Brief History of the World
I'm working this out as I go along, but I'm going to take the essential character stuff from the original game without the detailed mechanics and point distribution and other such stuff.

Here, in brief, is some character creation stuff. I've been trying to work out a way of getting the map of the world out to any interested parties as an aid to this and actually I figure it's probably simplest to just download it from the white wolf website if you want it: www.white-wolf.com/exalte.../EXmap.pdf

But anyway.

The things you need to decide on for your character include the obvious name, age, occupation, personality and so on, but also include the following (this is assuming you chose to play a solar. if you don't, it gets more complicated...):

Caste
there are five castes to which a Solar can belong. They are Dawn, Zenith, Twilight, Night and Eclipse -- different solar states. The equivalents for other Exalted to exist -- different phases of the moon for Lunars, and different elemental aspects for Dragon-Blooded (earth, air, fire, water etc) -- but I'm only going into detail with the Solar castes for now. It's worth bearing in mind that your caste will probably be dictated by the skills and abilities your character has.

Dawn caste is the caste in which you typically find warriors, mercenaries; anyone who is unusually good at fighting (although not being in the Dawn caste doesn't mean you're a crap fighter -- all Exalted have greater strength and ability than the average human anyway, really). The abilities which belong to this caste are all battle-related ones; they can make themselves appear fearsome to the point where no human can bear to face them in battle, and so on. Typical areas of expertise for this caste are archery, brawling, martial arts, melee fighting, and thrown weapons. Many Dawn caste Exalted will be very good at more than one of these things.

Zenith caste is the caste belonging to priests and spiritual leaders predominantly -- although it's also the caste which actors and other performers tend to fall into. All Zenith caste members are theoretically the priests of the Unconquered Sun, although they may well wish they weren't. Typical caste abilities include endurance, performance, presence, resistance and survival skills -- the members of the Zenith caste are pretty resiliant, and have an excelent command over the hearts and minds of others. They will be persuasive speakers, great performers -- strong leaders.

Twilight caste is where you will find scholars, healers, historians and occultists, as well as craftsmen. The members of the Twilight caste are frequently sorcerers, and their healing abilities are sometimes enough to bring people wounded to the brink of death back to full health in an unnaturally short time (don't get ideas. we're still talking days/weeks here, not seconds or something). Typical caste abilities are crafts, investigation, lore, healing and occult.

Night caste is, perhaps a little predictably, mostly home to thieves, assassins, con-men... the majority of people in this caste hold or have held less than legal jobs, although this is not exclusively the case. Still, 'larceny' is one of the areas Night caste members specialise in, which should give you a general idea. Other abilities are athletics, awareness, dodging, and stealth. Night caste members are extremely good at moving around unseen.

Eclipse caste includes merchants, diplomats, officials -- members of this caste are skilled at socialising, as well as beaurocracy, linguistics, and in some cases riding or sailing. The major perk of the Eclipse caste is the ability to work magic which is generally reserved for other kinds of Exalted, or even for other creatures entirely; for example, spirits or the Fair Folk.

All these castes have certain magic relating to their abilities. Only members of the Twilight caste or members of other castes with enough curiosity to reasearch the occult get to use true sorcery, but all Exalted get a degree of magic. This magic will be directly linked to their abilities. A blacksmith can use magic to forge a strong weapon out of scraps of metal, but a warrior who's never been in a forge before in his life definitely can't.

Anima banner
Your anima banner is essentially your aura. When you use a large amount of magic (essence) at once, your aura will become... quite painfully obvious to anyone for a good few miles around, which is one of the reasons many Solar Exalted use magic sparingly. Especially in populated areas. Displaying your anima banner for all the world to see is a pretty good way to get killed if you do it in the wrong place. But anyway; if you expend enough essence, your aura becomes iconic -- it takes on a very distinct shape personal to you. This is usually to some degree reflective of the kind of person you are; for example, a con artist character took a wolf as his aura on the basis that they're cunning animals. Wether wolves are actually cunning or not I'm unsure, but you get the general idea.

Virtue Flaw
This is part of the curse placed upon the Solar Exalted (see previous post). Exalted, by nature, have strongly virtuous natures, although their ideas of virtue can vary widely. One character may be highly compassionate, but not overly brave, while another may be extremely hard-hearted but be afraid of very little. The curse upon the Solars means that your character will have a tendancy, when placed in stressful situations, to follow his or her virtue to the utmost extreme. Hence, virtue flaw.

Stressful situations vary depending on your character's virtue, really. A compassionate character placed in a situation where people were being constantly abused would be likely to flip out, and a character with high temperance would get pissed off when surrounded by decadence, and so on.

Responses also vary. The virtue flaw of your character is an individual thing but it's not going to be pleasant. Some characters may actually try to kill everything that moves, while others just go into seclusion, but whatever; varying degrees of badness. It will have to have an adverse affect on your character and quite possibly those around him/her as well.
_____________________________

Beyond this, it's quite standard stuff. You should probably make a character who is very newly Exalted; this will mean that unless the character is a scholar they probably know very little about what it means to be Exalted. They may not even know what's going on with these new powers they have. The ones who do know will know what the Realm has taught for hundreds of years: that the Solars are 'Anathema', the chosen of an evil god, who ruled the world tiranically until the brave Dragon-Blooded, mightiest of the Exalted (this is what is taught, even though the Dragon-Blooded are in actually much less powerful than other Exalted), were bought into being to protect creation. Your character may well be wondering what s/he has done to become a creature of 'evil'. This is something characters have a whole lot of trouble coming to terms with, frequently, although this may be less the case for Night caste members. *snickers*

A newly Exalted character is not going to know how to use essence to greatest advantage, but will still have a great deal of power and even more in potential, as it were.

Another note on setting up a character -- the Exalted do not age. Setting up a teenage character may seem like a neat idea but they're going to look like a teenager forever. You may think this is a good thing, you may not. Whatever. Also, most Solars exalt between the ages of 15 and 35; rarely more or less, although both are recorded. Frankly, child Solars are just a liability, as they have far more power than they have sense or morals.
________________________________

As far as places to come from are concerned, to strip it down to its most basic level:

In the west, people live on islands. Everyone knows how to sail. If you don't, youre a freak. The sea is the main sorce of food. The language here is sea-tongue. There aren't a great many cities here, with most people living in smaller fishing communities.

In the east, there are the scavenger lands, where the main language in river-speak (this is also the language of traders). These areas are marginally more friendly for Solars than many, although... only marginally. They do not pay tribute to the Realm, unlike most other areas. The main cities are Nexus ("you will never find a more wretched hive of scum and vilainy" is quite apropriate for this place. There is only one real rule: thou shalt not obstruct trade), Lookshy (a miliatary settlement), Greak Forks (largest producer of recreational drugs in the east *snickers*), and Sijan (a cheery sort of place. people go there to be buried.). Also Thorn, but... that place had a recent mishap with a deathlord and is hardly the most hospitible area these days, even by the standards of this world.

Further east, there is the great forest. People do live here, in tribal communities amongst the trees. The language here is wood-speak.

To the north, there's umm.. cold. lots of cold. Ice and stuff. fun and games. Barbarian tribes are the norm. Language is air tongue.

To the south, there's a whole lot of desert, although the climate is more mediterranean on the coast (note where the majority of the cities are). Language is fire tongue.

The central part of the world, the Realm, dominated by the Blessed Isle, is the core of the Dragon-Blooded empire. It's also the core of reality. It's home to the Imperial City, from which the Empress used to rule. The languages here are High and Low Realm (depending on your social status). There is another related language, Old Realm, but few speak this now. It's mostly of use to scholars.

I can hand out more information if people want or need it, but that seemed to be more or less the essentials.

I'll post up my own existing characters as examples later.

Edited by: Lady Idril at: 3/31/04 2:29 pm
Lady Idril
Hobbit
Posts: 13
(4/1/04 5:34 pm)
Reply

Re: A Brief History of the World
Example characters:

Lyra
Caste: Night
Concept: former pirate; 'honest' merchant.
Nature: explorer (enjoys travelling to unknown places, facing new situations, trying new things)
Anima: sailing boat

Appearance
Eyes: grey-green
Hair: black, wavy, shoulder length; genreally worn tied back scruffily
Skin: slightly tanned most of the time
Height: 5 ft 7 in
Build: verging on skinny; wiry, strong.
Clothing: loose clothing with the emphasis on comfort rather than appearance; slouches around in cotton shirts, loose trousers, calf-high boots. Wears a reinforced thick leather jacket over this for protection whenever a fight seems likely, and carries a sword slung across her back.

Abilities and attributes: extremely good at sword fighting, sailing, and ...acting (in the sense that she's good at pulling off a convincing performance; she's never been on a stage in her life). Athletic, sharp-eyed and everything else you would expect of a night caste character. Charismatic, physically tough, and perceptive.

Virtues and virtue flaw: extremely high conviction and valor; notably lacking in compassion. Virtue flaw is foolhardy contempt (if pushed to the limit she will accept any challenge without thought, however ridiculous and likely to get her and others killed it is).

Background: raised by a pirate clan in the west, Lyra had a mixed childhood at best. As she grew up she learned to hold her own amongst those larger and stronger than her, honing her sword skills to amazing levels for a mortal. As an adult, she captained a pirate ship until her exaltation during a sea battle; at this point, to try and keep her profile lower, she turned trader, although some of her cargos have been known to be questionable in nature. She generally sails in the east, although the excuse of trading has taken her all over the world. She left behind her old ship and most of the crew when she changed her occupation, and now sails a smaller vessel with the help of her old first mate, who followed her out of loyalty. She has no home as such, living for the most part on board ship.

Languages spoken: sea-tongue (native), river-speak

Yvain
Caste: Twilight
Concept: historical researcher, occultist
Nature: critic (yeah, she can be harsh... though generally unintentionally.)
Anima: raven

Appearance
Eyes: brown
Hair: black, long, straight
Skin: creamy brown
Height: 5 ft 5 in
Build: slender; strong arm muscles
Clothing: highly varied depending on where she is; varies between quite elaborate dresses and scruffy beaten up tunics. when safely away from those who might connect Yvain the scholar with Yvain the Solar, she also carries an orichalcum daiklaive (essentially, a Big Shiny Sword).

Abilities and attributes: skilled linguist, passable with a sword. highly skilled occultist, with some abilities at blacksmithing (experimental, for the most part) and healing, and a great deal of book-learning.

Virtues and virtue flaw: compassionate above all else, and quite corageous in the face of danger; has no sense of temperance. Virtue flaw is compassionate martyrdom.

Background: born in Great Forks, Yvain has lived most of her adult life in the Imperial City at the heart of the Realm, where she travelled in search of learning. She still has an office and lodgings at a school of history there, although since her exaltation, which she has managed to conceal from her colleagues so far, she has spent less and less time there, constantly seeking the excuse of fieldwork to be away. Her exaltation actually took place when investigating 1st age ruins, which turned out to be a powerful manse (place of power) used by a Solar Exalted in a forgotten time.

Languages spoken: an insane number. ok, here goes: river-speak (native), high realm, low realm, old realm (a speciality), and fire-tongue.

Edited by: Lady Idril at: 4/1/04 5:39 pm
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