Fluff A.K.A Setting.   Posted by Morninglight.Group: 0
 GM, 4 posts
Thu 27 May 2010
at 05:11
Fluff A.K.A Setting
'Nuff said.
 player, 3 posts
Mon 31 May 2010
at 08:07
Re: Fluff A.K.A Setting
I'm a sucker for the setting, which is my favorite part of the game really, so I thought I would make some stuff up, and hope that people would send me questions about it, or anything really - comments, whatever.

The Arid Mesa
Few know, but the mesa is home to many strange animals and plants, dispite looking like the deadest place in creation. Here and there, one can find just about any herbal remedy for any ailment. Of course, that could be related to the legends that persist to this day of what the area was like when the Abomination known as Elixir-Of-Enlightened-Essence ruled the area during the First Age.

The area was one a vast garden filled with plants and animals that had medicinal benefits. Elixir was said to have created it to keep himself alive longer, though in truth, he was perhaps one of the most giving of the Solars. When the Usurption happened, he was still in his Manse-hospital saving as many people as he could. When the Armies of the Dragonblooded marched outside, he was still there, saving people from mysterious ailments.And when they came to arrest him, and kill him, he didn't lift a finger to save himself.  The trouble was, the geomancy used to maintain his manse was actually horticultural - the marching army disturbed the plants and therefore the essence flow. The resulting explosion killed just about everything.

Just about...

South of the Mesa, at the edge of the explosion, stands the Birarwood. It is a twisted mass of gigantic brambles that reach some 300ft into the sky. It is also here that the local ecosystem has gone... wrong. Huge Crysalis hang here and there in the woods, and open rarly to birth new horrors into the briars... things that shouldn't have been created. Are these the simple experiments of an abomination, or the result of a cataclysm of immense essence?

This message was last edited by the player at 09:55, Mon 31 May 2010.

 player, 16 posts
Tue 1 Jun 2010
at 13:26
The Ochre Fountain Setting
The Ochre Fountain setting is a period of 109 years from the end of the Primoridal Wars. Here is the basic (note form) information from the DotFA book.

Year       Event
   0       Primordials defeated during Calibration preceding Year 1.
           Gods and Sidereals begin arranging a new order for Creation.
   1       The Ochre Fountain Era begins
           Merela accepts the Crown of Thunders and the Creation-Ruling Mandate.
           Birth of Chejop Kejak.
           Birth of Tammiz Ushan.
   9       Brigid returns to the Ochre Fountain with the secret of Sorcery, 'The White Treatise' and the 'Black Treatise'.
  17       Chejop Kejak exalts amidst war between Golden Hero Vassals.
 100       Merela decrees she will move the capital of Creation from Rathness to Meru.
 101       Jadeborn Artefacts begin to deactivate.
 108       Deliberative proposed, rejected by Queen Merela.
           Meru war begins.
 109       Meru war ends.
           Founding of the Deliberative.
 110       The Ochre Fountain Era ends and the First Deliberative Era begins

Enemies of the Solars still in Creation
  • The former servants of the Primordials.
    eg: Vorvin-Derlin ( http://wiki.white-wolf.com/exa...acters:Vorvin-Derlin )
    Lintha ( http://wiki.white-wolf.com/exa...dex.php?title=Lintha )
  • The enemies of the gods.
  • Two Primoridals remained at large.
    One isn’t found until the Aftershock war, where it storms Meru. The other is never found at all, but they may have minions, or may be encountered and then flee...
  • Han-Tha and his minions summoning demons
  • Demons that escape Solar summoning
  • Solars that defy Merela's Creation-ruling mandate - this will include solars that survived the Primordial War and are quite powerful. There may even been entire Circles that have set up thier own empires in defiance of the one chosen ruler.
  • With the turmoil in Creation, the Wyld might become a bit more of a problem as the Rakasha test the defences of the Exalts now that their archrivals, the Primordials, are gone.
  • Sidereals might be more concerned about the Forbidden Gods, aka The Usurped, that defied the Celestial Exalts will and were loyal to their Primordial Masters
  • Sidereals also begin setting up the three branches of their order, and have to deal with the aftermath of the Primordial's essence on the loom of fate.

Other notes
  • Merela began a policy of outward expansion from Rathness in the first part of her reign, and then of consolidation sometime between Years 17 and 100.
  • Dueling was the preferred method of settling disputes in the court of the queen, and she would often watch such martial contests.
  • Year 100's decree to move to Meru was an anniversary celebration, Merela already growing bored of the courtly intrigue in Rathness.
  • The Jadeborn's deactivation of the artefacts was done remotely, because with the war over they wished to concentrate on other wonders.

Possible themes, motifs and the like
The idea of the deliberative had to come from somewhere, but where?
What were the Sidereals doing during this time?
What of Gorol's betrayal as the first Akuma?
How will Solars deal with other exalt types learning Sorcery? Will they not want to keep it for themselves? Who really learned Sorcery first  (according to the Black and White Treatise it could have been one of four people...)?

Rathess in the Ochre Fountain Era
Rathess was the seat of the Ochre Fountain Kingdom for its 100 year lifespan, so it needs to be looked at a little more closely than other places like Meru to begin with.  The City is surrounded by satellite settlements including Ochre Fountain, where the mortals that would become Queen Merela and Gold-Shadowed Arrow grew up and exalted. There are eight tiers outside the city, feeding into six built up tiers in the city, and a human district and a submerged Mosok District. Outside of the garden is the pristine jungle, home to monsters and horrors, just the way the DragonKings like it.

The city is essentially built for Dragon Kings, and they still have holy wars. Having been reduced in numbers by four fifths, and having had their 'rightful' place in creation removed from them, they are reduced to the servants and advisors of the Solar exalted (in a deal brokered by the very gods they sought to serve).

The Dragon kings are split into four factions that transcend their sub-species, based on religious motivation.

Places of Note: (from exalted wiki)
  • The Pyramid of the Sun
    The largest structure in Rathess, the Pyramid of the Sun stands at the centre of the city and was once the central temple of worship to the Unconquered Sun. The central chamber of the pyramid, known as the Chamber of the Sun, is a ●●● Manse; the hearthstone of which is a Crystal of Legendary Leadership, which is held by Filial Wisdom. The pyramid even holds the chambers of Queen Merela and was where she held her court.
  • The Pyramid of the Rising Sun
    This pyramid stands on the Way of the Sun, six miles east of the Great Pyramid. It also holds one of the gateways to Yu-Shan, which can be opened at dawn on the first day of each season by beings of sufficient Essence. It can also be opened with Charms, spells or at any time during Calibration. The pyramid is a ●● Manse; the hearthstone of which is a Sphere of Courtesan's Constellation.

  • The Pyramid of the Setting Sun
    This pyramid stands on the Way of the Sun, six miles west of the Great Pyramid. The Dragon Kings venerated their other gods here; those that were less than the Unconquered Sun. While it does not contain a gateway to Yu-Shan, it is also a ●● Manse that forms a Stone of the Golden Bier.

A Second Age Map of Rathess

The Denizens of Rathess
Rathess is home to humans that resemble people of Latio decent (as described in the errata).  They live in ten satellite cities around the city of Rathess (of which Ochre Fountain was one, Khryal was another), 300 miles from the capitol and uniformly spaced.  Humans also live in the Human district in the Capitol if licensed to do so by the court of Queen Merela or the Dragon King overlords of the city itself. The Humans in the city are the slaves, the religious pit fighters, the servants and savants that work for the Dragon kings in the main. They are chattel, little more than pets kept to play in the blood sports of the Dragon Kings, or as their sacrifices...

Elemental Exalts
In creation, there are around 300 Gentes of Elemental Exalts, each pledged to one of the Golden Vassla Heroes. In Rathess, these Gentes are not allowed inside the walls in any greater number than platoon strength, expect for Merela's own troops. [Basically, I think players could just pick an elemental type, and design their own Gentes?]

Lunar Exalts

Sidereal Exalts

Golden Vassal Heroes

Dragon Kings
Having been created at the dawn of the land, Dragon Kings were put in charge of the newer race of Humans whose sole purpose was to worship the Primordials. This they did with efficiency and care. The humans were educated by their Dragon King brethren in the ways of existence, and provided for, and dominated by them.

When the Exalts rebelled, the 150 million Dragon Kings were decimated. Four out of every five of them died, their souls permanently severed from one another – souls that had a recurring connection through each of the Dragon King’s lives.  And even after that harsh blow, the UCS placed Dragon Kings in the stewardship of the Exalted Humans. The Dragon King city of Shakanzer formed the other main bastion of the Dragon King culture, though neither was held as part of an empire- each city was apart, separate.

The role of the Dragon Kings has changed now. They are the advisors, the military commanders, the teachers, the crafters... they need to show the Exalts how to lead forward.  It is a sad fact that they will do this too well, and be abandoned in 100 years time.


Life In Rathess

- centred around the unconquered sun above all, then the incarnae
- 4 times a day, dawn, noon, dusk and midnight, though at heaven's request, the midnight prayers end sometime during the First Age, possibly after the move to Meru.
- Mortals offer appeasement to gods
- Worship is part of popular entertainment, hymns, poems, sport etc
- Many holy days dot the calendar (more than the 2nd age) in times of veneration for the incarne and the UCS.
- Worship of Exalts 'discouraged', but only in word... many exalts allow or procure cults of their own

At this time, Creation only spoke one language, that would be called Realm when the other languages were developed between Year 1216 and 1721.

Technology is of a high standard within Rathess because of two factors, and a third that will impact during the game.
1 - the Dragon Kings have developed crystal and plant tech, and that tech is at its height. [Were applicable, Dragon King artefacts should be available for exalts]
2 - the Jadeborn have produced earth-shattering weapons and equipment for the solars from before the war against the Primordial’s. [Mountainfolk artefacts should be available for use by exalts]
3 - with the invention of sorcery, magitech becomes something that a rare few exalts begin to explore (though it won’t take off properly for 1000 years).

There are roads leading to and from the First City, but to traverse throught the jungle is to invite attacks from the wild animals there. Flight towers link each of the satillite cities with the Capitol, allowing airships to move back and forth between them carrying goods and passangers.  Exalts use windblades and Warbird artefacts to journey around Creation, to and from Rathess (Merela has one of her own, more powerful than most by all acounts).

Notes about a wider Creation

During the Ochre Fountain Era, the Jadeborn did not have castes, instead numbering only 2 million, and each was a genius at crafting and creating things. The Great Geas was not yet laid at their feet, and although they respect the Exalts, they don't obey them automatically. Autochonia had made them greater than that.  The First still wanders Creation at this point, and might meet some characters(?).

The Kingdom of Habourhead (Taken from Houses of the Bull God):
Harborhead, like many Threshold territories, began as a province of the Old Realm in the First Age of Man. Wealthy and genteel, its warm coastal beaches were filled with sunbathers and pleasure seekers. Its towns were home to raucous parties in the hot, humid nights. A favourite destination of tourists who sought relaxation and idleness, Harborhead billed itself to Creation as “the world’s foremost garden.” Kirighast was the capital, even then, and the Street of Palms was lined with resort hotels with ocean views, with fancy restaurants and with pavilions where the wealthy could dance the nights away. The province’s interior was full of huge farms and ranches, where the food to feed the vast arcologies of Chiaroscuro and elsewhere was grown. The landscape was almost idyllic, and few visitors were unmoved by the pastoral and peaceful aspect of the countryside

The Unconquered Sun promoted Ahlat to be the War God of the South. Ahlat accepted only on the condition that he continued as the Cattle God as well. Upon his acceptance, Ahlat’s outward appearance began to shift, changing from the gentle, cow-faced being he had been recently. Retaining his bull horns and hooves, he now became terrifying and stern-faced, dangerous and cunning. Of course, all this warfare had been engendered for reasons having nothing to do with the plans of the Bureaus of Fate or Humanity. Surreptitiously, Ahlat watched all the battles to identify the heroes. Then, he reported the names of the best to the Unconquered Sun. His efforts did not go unnoticed: Fully a third of the recruited Solar Exalts
trained on the battlefields of the South. Nor did Ahlat’s assistance to the Incarnae end there, for he shaped battlefields in the South to the needs and demands of the heroes he himself had trained. The War God aided those who had learned war at his knee on the battlefield. Thereby, Ahlat kept his oath not to overthrow the Primordials, while at the same time sticking by his divine duty to look out for the interests of his portfolio in Creation.

The First Age of Man saw many changes. E-Naluna, the Goddess of War and Ahlat’s supervisor, arranged for the Department of War to jump from the Bureau of Humanity to the Bureau of Heaven. Now responsible to different auditors and investigators, Ahlat spent centuries figuring out who to bribe and how to keep them bribed to stay out of his business. During this period, he suffered a humiliating audit, and warfare was restrained in the South for a period of almost 100 years as a result. It might have lasted longer, but Hu Dai Liang, the Shogun of the Crimson Banner, pulled him back on active duty for a minor rebellion. She felt that only the Cattle God had the right feel for the type of conflict she wanted. Pleased to be of service, Ahlat carried out the work with distinction and recovered his former honour.

This is included only because Harbourhead is near Rathess, and could provide to be one of the major opponents against the Ochre Fountain's expansionist policy.

The Bearu of Heaven (Taken form Sorcery IV)
The war between the Exalted and the Primordials did much to damage Creation, however. Many gods died, and the world was thrown for a time into chaos, but the gods tempered their sadness with elation and joy. The Unconquered Sun made his Victory over Primordials Mudra, and the gods proclaimed we have won.

Following the war, the gods were faced with the task of bringing Creation back into order. They lacked the understanding of Creation the Primordials had possessed, and though Gaia stood aside during the fighting, she could not bear to watch as Creation’s geomancy decayed. In the time before the war, she had aided them in their creation of the five great elementals. In the war’s aftermath, she woke her children and creations, the Five Elemental Dragons.

The forms of Mela, Hesiesh, Daana’d and Sextes Jylis roused from the Elemental Poles of Air, Fire, Water and Wood. Their Essences flowed through Creation’s dragon lines, repairing what damage they could, and converged at Meru, the Elemental Pole of Earth. With their brother Pasiap, the Elemental Dragons ordered a great convocation of the divine. They bade the little gods of Creation kneel before the Five Elemental Dragons. With their intuitive understanding of Essence and its conduction, the Five Elemental Dragons set forth a new Celestial Order by which the little gods could abide and ensure Creation’s survival. The great dragons organized Creation’s gods into courts and hierarchies of form and type, supplementing the existing Bureaus, that all should know their stations and their tasks.  Afterward, the Five Elemental Dragons slipped back into Creation’s geomancy and returned to the function they’d always performed, while their Essences returned to the elemental poles to slumber.

As the immediate danger to Creation’s integrity passed, the Unconquered Sun handed down a Creation-Ruling Mandate to the Exalted, through the Crown of Thunders the Unconquered Sun gifted to the Solar Queen Merela. Henceforth, the rulers of Creation were the Exalted of the Unconquered Sun, as the Unconquered Sun himself became the ruler of Heaven. Other Solars eventually deposed Merela and took the rule of Creation for themselves, but such was
their privilege, as the Mandate of Heaven rests in the hands of the Exalted as a whole.

With the Mandate of Heaven came responsibility for Creation’s maintenance. The Exalted would rule Creation and ensure the gods received proper veneration, and in return, the gods would keep Creation whole for the Solars to do with as they willed. The Celestial gods emigrated to
Yu-Shan and remained under the rulership of the Incarnae. The Unconquered Sun placed the Terrestrial gods, who live on Creation’s face, under the rule of the Solar Exalted. In doing so, he provided the gods with respite from the toil in which they’d laboured during prehistory. No more would divine power maintain Creation exclusively, and no more would divine duty be fixed, for gods who showed great diligence could seek promotion and advancement.

During the early High First Age, the gods were seldom seen nor heard. They watched Creation and recorded what they saw. They monitored their domains, looking for irregularities, such as could indicate incursions from Malfeas or the Wyld. When a god found a discrepancy, the god notified its superiors. Eventually, the report reached the Solars. The Exalted dealt with
the problem as they saw fit, and the god returned to monitoring its domain.

Websites that might help expand the setting
Rathess: http://wiki.white-wolf.com/exa...ex.php?title=Rathess
Primordials: http://wiki.white-wolf.com/exa...Primordials#See_also
Merela: http://wiki.white-wolf.com/exa...le=Characters:Merela
Desus: http://wiki.white-wolf.com/exa...tle=Characters:Desus
Gold-Shadowed Arrow: http://wiki.white-wolf.com/exa...:Gold-Shadowed_Arrow
Aofe: http://wiki.white-wolf.com/exa...itle=Characters:Aofe
Dragon Kings: http://wiki.white-wolf.com/exa...hp?title=Dragon_King

This message was last edited by the player at 05:30, Wed 02 June 2010.

 player, 7 posts
Wed 2 Jun 2010
at 01:52
Re: The Ochre Fountain Setting
The Eclipse didn't have diplomatic immunity from the Fair Folk during this era. That came after the Dissolution War, IIRC.