Click the spoiler below if any of the terminology contained in Dorian's CS is unfamiliar or confusing. Terms are listed in alphabetical order for ease of searching.
Spoiler: Exalted Lexicon/Reference
Interested in Exalted as more than just this character? Click HERE for a downloadable pdf file of the Exalted Core Rulebook.
Anathema: The term used by adherents of the Immaculate Order to demonize the Celestial Exalted. According to Immaculate teaching, the Solar, Lunar and Abyssal Exalted are individuals who have become conduits for the power of evil spirits. Their souls forever tainted by dark power, they must be destroyed before they can use that power to destroy Creation. This doctrine is believed almost without question on the Blessed Isle. Although the people under Imperial domination in the Threshold are forced to pay lip service to the Immaculates, few Thresholders accept Immaculate doctrine without question. An individual’s deeds are more likely to determine the reaction there. Were any known to still exist, Sidereal Exalted would also be deemed Anathema.
anima: A normally invisible aura that surrounds all living things. When an Exalted uses Essence, that Essence often spills into his anima, making it visible. Therefore, Exalted who expend a great deal of Essence are often surrounded by a brilliant display of power that can be visible miles distant.
caste: The predisposition toward a certain role or certain duties, shaped by the Unconquered Sun at the moment a mortal is Exalted and becomes a Solar. The five Solar castes are as follows:
Dawn Caste: The leaders and champions of the armies of the Unconquered Sun. Zenith Caste: The priest-kings, prophets and mystics of the Unconquered Sun. Twilight Caste: The scholars, sorcerers and craftsmen of the Unconquered Sun. Night Caste: The spies, assassins and thieves of the Unconquered Sun. Eclipse Caste: The diplomats and bureaucrats of the Unconquered Sun.
caste mark: All Celestial Exalted are branded on their foreheads with a sign of their status. This caste mark, like the anima, is usually invisible, but can be seen when an Exalt spends Essence. No two types of Exalted share a caste mark, so they may be used to distinguish one type of Exalt from another. Example: A Dawn Caste Solar and a Twilight Caste Solar will never have the same caste mark
Celestial Exalted: A catch-all term for the Solar, Lunar and Sidereal Exalted—so called because of their patron gods’ celestial nature. Though it’s a bit of a misnomer to group them as such, the Abyssal Exalted are also often referred to as Celestial Exalted as well.
Charm: A form of Essence manipulation that focuses Essence through a character’s Abilities. Charms allow Exalts to perform superhuman feats and are the most basic form of magic the Exalted wield.
Creation: The world of Exalted and everything in it. Beyond its borders lies only the formless Wyld.
Cult of the Illuminated, the: A cult devoted to the worship of the Shining Ones, mystical saviors who are prophesied to lead mankind into a new golden age. The Gold Faction of the Sidereal Exalted has subverted the Cult in order to use it to find, shelter and train newly Exalted Solars.
Deathlord: One of 13 mighty ghost-kings of the Underworld. Their power springs from their Neverborn masters and from their own great age and unmatched knowledge. The Deathlords are quite possibly the greatest threats to Creation in the Second Age
demon: One of a myriad of terrible offspring born of the Yozis since their banishment to Malfeas.
Demon Prince: Any demon of the Third Circle. These beings are the subsidiary souls of the Yozis and each one represents some aspect of one of those dread beings.
Dragon-Blooded: The more common name for the Terrestrial Exalted.
elemental: An elemental is a naturally materialized spirit of one of the five elements: air, earth, fire, water, or wood. Elemental personalities tend to reflect some facet of the element whence they spring. Although many elementals are quite powerful, they are looked down upon by many gods as rustic and provincial.
Elemental Dragons: The offspring of Gaia, the Elemental Dragons are the lords of the Terrestrial Bureaucracy, responsible for overseeing its hierarchy of spirits. Like most gods, the Dragons have become decadent and self-absorbed in the time since the end of the First Age. The Elemental Dragons seldom inquire into the state of their subjects, and the Terrestrial spirits ignore their duties more and become more independent with each year that passes. The Immaculate Order venerates the Elemental Dragons as the Immaculate Dragons, the apotheosis of spiritual development and the lords of Creation.
Essence: The most basic building block of Creation, Essence is the energy that unites all things and from which all magic springs. To channel Essence is to work miracles, and the might of the Exalted comes from their ability to do so.
Exalted: (Also called the Chosen.) The champions of the gods, who were given power to stand up to the Primordials at the beginning of time. The victorious Exalted were given custody of Creation at the end of the Primordial War. The prominent types of Exalted include:
Abyssal Exalted: Also called deathknights, these Exalts are the champions of the Deathlords and their Neverborn masters. The Abyssal Exalted have only recently appeared, but they appear to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars’ caste marks, animas and even Charms. Lunar Exalted: These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the murder of the Solars or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization’s softening effects. Sidereal Exalted: The Sidereals are the champions of the Five Maidens. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists. It was the Great Prophecy of the Sidereals that led to the murder and usurpation of the Solar Exalted, and the Sidereals have lurked in the shadows since then, manipulating the course of not only the Realm, but Creation as a whole. The Sidereals have been split into two factions, Bronze and Gold, since a disagreement over the fate of the Solar Exalted 1,500 years ago, and the Solars’ return has led to a renewal of outright hostility between the two groups. Solar Exalted: Known also as the Lawgivers, these Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisers and soldiers. Most Solars were unable to be reborn until recently, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. Terrestrial Exalted: Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. Once the soldiers of the Exalted armies that fought the Primordials, the Terrestrials murdered the Solar Exalted at the behest of the Sidereals and took over the reins of Creation
Fair Folk: A term used to describe the beings who dwell beyond the elemental poles in the Wyld. The unshaped Fair Folk who remain beyond the edges of Creation are hostile to all things of constant shape and form. A great number of Fair Folk, however, have entered the world and taken on shape. The vast majority of these beings are inimical to the beings of Creation—hunting down humans and feeding on their hopes and dreams—but a few do live among men as either lords or simple citizens. During the Great Contagion, the Host of Faerie rode out in a great crusade to bring an end to the blasphemy of shaped existence. It might well have even won had the Scarlet Empress not succeeded in bringing the Realm’s magical defenses to bear against them.
First Age: This was the Golden Age after the Exalted defeated the Primordials, when wonders and magic undreamed of in the Second Age were commonplace. The First Age is commonly considered to stretch from the end of the Primordial War to the time of the Great Contagion, nearly eight centuries ago. Most learned savants place the fall of the First Age some 600 years earlier, however, with the murder of the Solar Exalted.
Five Maidens: These five deities are second in power only to the Unconquered Sun, though Luna is rightly considered an equal. The Maidens are Mercury, the Maiden of Journeys; Venus, the Maiden of Serenity; Mars, the Maiden of Battles; Jupiter, the Maiden of Secrets; and Saturn, the Maiden of Endings.
Gaia: She is the spirit of Creation, the mother of the Elemental Dragons, and godmother of all living things born of Creation. Gaia is, in fact, one of the Primordials, but she sided with the gods out of love for her consort Luna.
Ghost: This is the soul of a human being that lingers on after death because of some attachment it has to its prior existence rather than reentering the natural cycle of reincarnation. Ghosts are aberrations to the proper course of existence, and they have existed only since the deaths of the Neverborn.
god: A god is a naturally dematerialized spirit of some facet of Creation. As many gods exists as there are things and concepts, though few are of significant might to challenge the Exalted. Those gods who represent universal concepts dwell in the Celestial City of Yu-Shan, where they look down in scorn or pity upon their Terrestrial brethren. Since the end of the First Age, the gods have become increasingly decadent and remiss in their duties, often extorting worship, and the Essence it brings, to perform their rightful duties. The Immaculate Order has striven with some success to impose order onto these rogue gods, but truly, it is the recent return of the Lawgivers that worries many of these spirits.
Great Contagion: This supernatural plague was engineered by the Deathlords in the hopes of ending all life. Although the world survived, much of the glory of the previous Age was lost, as well as 90 percent of Creation’s population. In its wake, the Fair Folk invaded the world en masse and would have destroyed it had not the woman who would become the Scarlet Empress dared enter the Imperial Manse and gained control of the Realm’s First Age defenses. The Great Contagion is popularly considered to mark the fall of the First Age.
Great Curse: As the Primordials fell to the Chosen of the various gods, they cursed their Exalted killers. The Curse was elaborate and vast, but its core was that the Exalted would forever be cursed with the hate, immoderation and treachery they’d shown in the Primordials’ murder. The Great Curse has dogged all the Exalted since that day, but it settled most squarely on the shoulders of the Solar Exalted. Ever since, the Solars have been subject to terrible melancholy and violent emotional outbursts.
Great Prophecy: It was this prediction made by a conclave of all the Sidereal Exalted that set the course of the Solar Exalted’s murder at the hands of the Dragon-Blooded. Concerned with the Solars’ increasingly erratic behavior, the Sidereals prophesied three possible futures.
In the first, they did nothing, and the world was destroyed.
In the second, they tried to guide the Solar Exalted back onto the path of righteousness and had a small chance of success, though the world would become a place of darkness and misery if they failed.
In the third, they eliminated the Solars and the world continued on, diminished but whole.
It was decided by the Sidereals that this last future was the safest bet to ensure Creation’s survival, so they conspired with the Terrestrial Exalted to bring it about.
Guild: This organization is a vast network of merchants, trading in goods of all form, from foodstuffs, textiles and metalwork to addictive drugs and human slaves. The Guild is unconcerned with good and evil. Its only concern is profit. If it is profitable to do something, you can bet the Guild is doing it, has done it, or will do it as soon as it is brought to the merchant princes’ attention. Though based in the city of Nexus, the Guild operates Creation-wide.
Immaculate Order, the: This is the state religion of the Scarlet Empire. The Immaculate faith preaches that the soul is reincarnated again and again over successive lives until it reaches perfection and joins with the Five Elemental Dragons. The final incarnation before joining with the Dragons is as one of the Terrestrial Exalted, making the Dragon-Blooded the pinnacle of the Order’s Perfected Hierarchy and the natural rulers of Creation. The Immaculate Order frowns upon the popular worship of spirits of any sort, because it is believed they are merely celestial functionaries rather than true gods. Instead, the Order itself propitiates these spirits at predetermined times. It is the Immaculate Order that branded the Celestial Exalted as Anathema during the period of the early Dragon-Blooded Shogunate. Immaculate monks are known for their martial-arts skill, and Dragon-Blooded monks are rightly feared for their mastery of elemental style martial arts.
The Immaculate Order also serves as a front organization for the Bronze Faction Sidereal Exalted, allowing these Exalts to continue shaping the destiny of the Realm. The existence of the Order has let these shadowy Exalts manipulate the course of the Realm for nearly 800 years.
Luna: Luna is a many-faced trickster god, appearing equally male and female. Luna is the consort of Gaia, is a ferocious warrior nearly the equal of the Unconquered Sun, and is the mother and patron of the Lunar Exalted.
magical materials: Orichalcum, moonsilver, jade, starmetal and soulsteel comprise the five known magical materials. These materials are all easily enchanted, and each one resonates with a particular type of Exalted. This resonance makes any item that is both constructed from one of the magical materials and attuned to an Exalt’s anima preternaturally deft and sure in that Exalt’s hands. It also gives the Exalt access to the powers of any hearthstone mounted on the item
Malfeas: Malfeas is the demon realm in which the Yozis are imprisoned. This realm is constructed from the body of the mightiest Demon Prince, Malfeas himself
mote: The smallest divisible unit of Essence in the parlance of savants and sorcerers.
Neverborn: Cousins to the Yozis, the Neverborn were those Primordials slain by the Exalted in the time before history. In dying, they created the Underworld. They sleep forever in their enormous sepulchers overlooking the Void, dreaming of the day when all that exists will join them in death.
Primordial: This is the term applied to those who came before the gods and first wrenched Creation from the chaotic stuff of the Wyld. Only two Primordials survive intact, Gaia and the Great Maker Autochthon. The rest were either slain, becoming the Neverborn, or imprisoned, becoming the Yozis.
Realm: The empire that, until quite recently, controlled the whole of civilized Creation. Called also the Scarlet Empire, the Realm never officially “ruled” more than the Blessed Isle directly, but it exacted tribute from countless local governments, which paid it homage. Those governments were independent in theory, but they were actually little more than puppet states.
Since the Scarlet Empress has disappeared, the Realm has been paralyzed by indecision. There is a weak regent on the Scarlet Throne, and the various Houses of the Scarlet Dynasty plot endlessly, each attempting to gain enough power to place its own candidate on the Throne.
In this Time of Tumult, many of the Realm’s tributaries have had their garrisons recalled and been left to their own devices. While some remain loyal vassal states, a few have openly declared their independence. Many more have effectively done so quietly, withholding their tribute under flimsy excuses. Whoever takes the Throne will be faced with the monumental task of re-conquering a majority of the Realm’s old territory.
savant: A scholar and sage who devotes his life to the study of a particular subject, or simply to study in general.
Scarlet Dynasty, the: A collective term for the scions of the 11 Great Houses that rule the Realm. Each House may trace its lineage back to the Scarlet Empress herself
Scarlet Empress, the: During the Great Contagion, it was she who braved the Imperial Manse and used its control of the Realm’s ancient magical defenses to save Creation from the invading Fair Folk. She then crowned herself Empress of the Realm—using her control of the Realm defenses to crush all opposition—and proceeded to rule the world for the next 750+ years. Her disappearance has upset the status quo of Creation, and the return of the Solar Exalted has only complicated the situation.
Scavenger Lands, the: The Scavenger Lands is a disparaging term the Realm coined for an alliance of petty kingdoms and city-states in the Eastern Threshold more properly named the Confederation of Rivers. Located in the First Age River Province, these nations have never bent knee or offered tribute to the Scarlet Empress or her Realm, despite repeated attempts by the Realm to subjugate them. The most powerful of these states are the enormous trading metropolis of Nexus, home to the Guild, and Lookshy, home of the surviving Dragon-Blooded Shogunate Era Seventh Legion and its enormous cache of First Age armaments.
Second Age: This is the current Age of Creation, having begun either with the murder of the Solar Exalted or the end of the Great Contagion, depending on whom one asks.
shadowland: A shadowland is an area where constant or massive amounts of death, possibly augmented by negative geomancy, have brought the lands of the living and the dead into close proximity. Such places are invariably dismal, haunted places plagued by hungry ghosts and the evil spirits of Creation, both of which are drawn to such places by the areas’ negative energy.
sorcery: Sorcery is a more sophisticated and demanding form of Essence manipulation than Charms. With Charms, the Exalt focuses Essence through her Abilities, while, with sorcery, she focuses it through sheer will alone. Sorcery features three levels of initiation: Terrestrial Circle, Celestial Circle and Solar Circle. Sorcerers may also practice necromancy, but advancement in one art inhibits development in the other.
Threshold: Savants referring to the Threshold typically mean all that lies between the shores of the Blessed Isle and the elemental poles that mark the boundary of Creation. More commonly, it is the term applied to the ring of kingdoms, principalities, satrapies and city-states that abut the Inland Sea.
Unconquered Sun, the: Greatest of the gods, the Unconquered Sun inspired the gods to revolt against the Primordials. His champions, the Solar Exalted, led the charge in the war that followed. After the war’s end, the Unconquered Sun continued to advise his Chosen in their rule of Creation until their pride grew so great he turned his back on them. After the murder of the Solars, his temples were pulled down and his worship banned.
Underworld: This is the land of the dead, a dark mirror of the sunlit world dominated by the 13 Deathlords. The Underworld is a land of long shadows and vast, still seas—a dark wonderland full of dangers foreign to the world of the living.
Wyld: The term “the Wyld” is used to describe both the formless chaos that exists beyond the elemental poles and the places where that chaos has intruded upon Creation, most notably in the wake of the Fair Folk invasion that followed the Great Contagion.
Wyld Hunt: The Hunt is a group of battle-hardened Dragon-Blooded gathered both from the Immaculate Order and the Realm military for the express purpose of hunting down Anathema. With the disappearance of the Scarlet Empress, the Wyld Hunt’s effectiveness has begun to suffer, as those Dragon-Bloods who would be most effective in the Hunt now choose to stay at home to lend their support to their Great Houses in the contest for the Scarlet Throne.
Yozis: Cousins to the Neverborn, the Yozis are forever imprisoned outside Creation in their twisted kingdom of iron and black marble beneath a mad green sun. The Yozis constantly plot to escape the demon realm Malfeas and to overthrow the gods.
Yu-Shan: Also called Heaven or the Celestial City, this continent-sized metropolis is the dwelling place of the gods and home to the Loom of Fate, from which all Creation springs.
Mighty Solar-Exalted Sorcerer
Spoiler: Dorian Rabenstein
Name: Dorian Rabenstein
Alias: Radiant Salamander
Gender: Male
Age: 686
Occupation: Magical Tutor, Information Broker, Semi-Retired Sorcerer
Spoiler: Abilities and Skills
Spoiler: Attributes
An average adult human being has a 2 in all of the abilities below. Each point above 2 is a 100% increase. So a person with 4 Strength, as Dorian has, is three times as strong as an average adult human.
Abilities: Similar to "Attributes", Abilities are ranked by proficiency. 0 means the character is unskilled. 2 is average. 5 indicates incredible skill or experience in the ability. Anything above 5 indicates skill that is beyond that of any normal mortal.
Backgrounds are a measure of the miscellaneous information as it pertains to the characters everyday life, measured on a scale or one to five. In Dorian's case these are Artifact: a measure of the powerful magical items the character possesses, Resources: A measure of the characters general wealth, and Manse: A measure of how grand the character's geomantically-aligned palace is.
Artifact: 4
Resources: 4
Manse: 4
Spoiler: Advantages
Spoiler: Hit Points and Damage Resistance
Hit Points: 20/20
"Soak" Levels: 13 Bashing, 11 Lethal, 8 Aggravated. +8 to these when Anima is Iconic*.
*See "Anima and Caste Mark" information, contained in "Essence, Motes, and Anima" Hider Box.
Hit Points determine a characters overall health. A dagger wielded by an average man would inflict 1 hit point of damage on a successful attack. A shotgun at close range would inflict 5 hit points of damage. A satchel charge would inflict 8 points. A tank shell would inflict 25 points.
Similarly, a stronger character can inflict higher damage in close quarters. A strong man with that same dagger might inflict 2 damage. A inhumanly strong creature might inflict 5 points with the same dagger.
"Soak" denotes how much damage the character can resist from a single attack. A simple Chain Shirt offers +1 Bashing Soak and +3 Lethal Soak. That is a result of it being better against slashing and piercing weapons like knives and arrows as opposed to blunt weapons like clubs and fists.
Dorian, as an Exalt, has increased damage resistance and survivability compared to a normal human being. Combine his already enhanced resistance with his Orichalcum Breastplate armor, and you have a combatant that can withstand significantly powerful blows without sustaining damage.
*see "OX-BODY TECHNIQUE" in the "Resistance Powers" section for info on Hit Points
Spoiler: Essence, Motes, and Anima
Essence: 8
Dorian's Essence Rating directly determines his magical potential. Essence is rated on a scale of one to ten. Normal mortal men have a rating of one, where the mightiest magical beings would have a rating of ten.
Essence Pool: This is a measure of Dorian's magical energy. It is measured in units called "motes". If a spell or power costs 5 motes, it would first be drawn from Dorian's "Personal" Essence pool. Personal refers to the magical energy Dorian can tap into without revealing his Caste Mark or Anima. Peripheral Motes are a measure of the energy Dorian has beyond the "safe zone" of Personal Motes. Tapping into these reveals his Caste Mark and flare his impressive Anima. Below is a measure of Dorian's Essence Pool.
Personal Motes = 28/34 (4 committed to Weapon, 2 committed to armor)
Peripheral Motes = 80/80
Spoiler: Essence Regen
An Exalt cannot recover any motes if he engages in strenuous activity (combat, most forms of manual labor, hikes or forced marches and so on). If he’s at ease, but not completely relaxed (such as when watching an artistic performance, taking a leisurely stroll or debating with a Realm courtier), he recovers spent motes at the rate of four per hour. When he’s completely relaxed (for example, sleeping or receiving a massage), he recovers motes at the rate of eight per hour. Characters first regenerate their Personal Essence, regaining motes of their Peripheral Essence only when their Personal Essence pool is full.
In addition, characters who are attuned to manses recover their Essence more quickly, as do those carrying hearthstones or with active cults. With a Manse rating of 4, This character regains 8 additional motes per hour, regardless of the level of activity they are engaged in.
Anima and Caste Mark: Solar Exalted of the Twilight Caste may channel Essence through their anima (magical aura) as a last-ditch protective act. If after damage has been dealt, a Twilight Exalt will lose hit points, she may instead spend five motes of Essence to strengthen her anima in an attempt to resist the attack. Subtract one hit point of damage from the damage received for every point of Essence she possesses. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.
The caste mark of the Twilight Caste Solars is a golden circle, filled in with gold on the top, but having only an empty ring as its bottom half. At the “Iconic” level of 16+ peripheral motes spent, Dorian's anima banner envelops his body in a form resembling this example, with brilliant golden inlays and a deep purple cloak. However, it does not further enhance the defensive capabilities of his Anima, nor is it capable of augmenting his attacks. If used in conjunction with certain powers, the Anima Banner enlarges to encompass the ability in question.
Willpower: Willpower is just that, the power of the character's will. Certain powers require spending a point of willpower if the power is particularly taxing on the characters body. Sorcery Spells ALWAYS require the expenditure of Willpower, as sorcery is incredibly powerful and requires intense mental focus.
Willpower: 10/10
Spent WP: 0/10
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Standing in at 5'9" and tipping the scales at 165lbs, Dorian isn't what most would call impressive or intimidating. His mid-length brown hair and hazel eyes add to the 'average guy' appearance, at least on the surface. With firm abs, toned arms, and defined legs, Dorian is a rather physically attractive person when it all boils down. When he is not traveling the world or on some sort of task, he tends to dress casually. Simple shirts, pants, shoes, and other common clothing. When working, he dons a dark blue and gold cloak/overcoat, white shirt, brown pants, and brown leather boots. In addition, he is almost always seen with a book in his hand when he is not on the job.
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Spoiler: General Powers
Dorian may use the following general charm to enhance any ability that has a rating of three or higher.
SECOND EXCELLENCY— ESSENCE TRIUMPHANT
Cost: 2m per increase; Mins: (Ability) 1, Essence 1;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Solar Exalted with this Charm are known for their unwavering perfection. The Exalt can invoke this Charm when making active use of the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm temporarily (one turn only) adds two points to the rating of the ability it is used to enhance.
For example: If a Solar with Melee 4 and Strength 4 spent the maximum number of motes possible on this charm to augment a melee attack, his ability rating for that single strike would be (Melee 4, plus ( 8 x 2 )) 20, making that attack incredibly dangerous even to the mightiest of foes.
Spoiler: Non-Combat Powers
Spoiler: Awareness-Based Powers
KEEN SENSE TECHNIQUE
Cost: 3m; Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Essence enhances the Solar’s senses. Keen Sense Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm doubles the potency of the user's senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.
Sight: The character can make out the detail on a commander’s epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and... When used by one who is already preternaturally aware, he can make out the motion of the mites that live on others’ eyebrows.
Hearing and Touch: The character can gauge the quality of fabric with a touch. He greatly increases his ability to target unseen characters and can even fight while blind using his enhanced hearing and touch to compensate for his lost sight. He can hear conversations normally through thick stone walls. When used by one who is already preternaturally aware, the user can read by touch.
Smell and Taste. The character can recognize others and hints of their recent activities by smell. He can track by scent, gaining one bonus success when tracking someone who has a scent. The character can identify spices and poisons by taste. When used by one who is already preternaturally aware, he can detect but not identify a few drops of tasteless poison in a wine—as its presence serves to dilute the wine.
In this degenerate time, the Lawgivers depend on a preternatural sense for danger. This Charm guarantees success on any attempt to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, a dart blown at him in the jungle, an invisible
opponent or a cleverly concealed pit, he does so. If the Exalt’s life or health is in danger, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the character has a Combo containing this Charm, he may invoke it instead of just the Surprise Anticipation Method Charm.
Surprise Anticipation Method does not invoke itself if the character does not have any motes of Essence, or if the character is Inactive and cannot become active.
Spoiler: Medicine-Based Powers
TOUCH OF BLISSFUL RELEASE
Cost: 5m; Mins: Medicine 2, Essence 2;
Type: Simple
Keywords: Combo-OK, Touch
Duration: Solar’s Essence in Standard Hours
Prerequisite Charms: Any Medicine Excellency
Those who serve the Solars faithfully need know no pain. The recipient of this Charm feels a temporary euphoria qualitatively similar to an opium high. This Charm cancels penalties from Sickness, Poison and Crippling effects as well as penalties from wounds. Its effects linger for five minutes after the duration expires. Touch of Blissful Release is not physically addictive to the target.
WOUND-MENDING CARE TECHNIQUE
Cost: 10m; Mins: Medicine 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Until the day ends
Prerequisite Charms: Any Medicine Excellency
Solar physicians can speed a patient’s recovery from even the most terrible wounds. This Charm supplements a dramatic action to treat, monitor and tend to the patient. This action requires one hour spent without a stunt or a Charm. This Charm replaces the normal benefits of medical care, instead allowing the target to recover an amount of damage relative to the hardiness of the person being treated (such as a man recovering from a deep stab wound or a demon recovering from a blast of holy power). If the target spends the day resting, the target recovers from an amount of damage relative to the Solar’s permanent Essence. No patient can benefit from this Charm more than once per day.
FLAWLESS DIAGNOSIS TECHNIQUE
Cost: 1m; Mins: Medicine 1, Essence 1;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The eyes of the Solar Exalted see the hidden truths of others’ pains. This Charm lets the Solar automatically determine which of the target’s observable traits and described symptoms are medically related. If the Solar uses this Charm in the process of a formal diagnosis, this Charm protects her from any error in diagnosis. If she has enough information, she accurately identifies each condition, its source and its additional effect. If she does not have enough information―as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism―she recognizes that some key piece of the puzzle is missing.
AILMENT-RECTIFYING METHOD
Cost: ―; Mins: Medicine 3, Essence 2;
Type: Permanent
Keywords: Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique
Disease and corruption cannot stand against the Solars’ healing light. Solar Exalted with this Charm can cure any Sickness effect. This Charm guarantees that any attempt Solars make to treat a sickness is considered supernatural. It halves the length of the patient’s convalescence. The Exalt’s player can treat an ordinarily incurable illness, such as the Great Contagion, by spending five motes and banish it from the patient’s system. Treating sickness in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm.
BODY-PURIFYING ADMONITIONS
Cost: ―; Mins: Medicine 3, Essence 2;
Type: Permanent
Keywords: Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique
The Lawgivers bring purgation and purity. Solar Exalted with this Charm can force even the most terrible Poison effects from the target’s body. This Charm guarantees that any attempt they make to treat a poison is considered supernatural. If the Exalt can successfully diagnose someone as stricken by an ordinarily incurable poison; such as spiritual taint, Yozi impregnation or even spells such as Blood of Boiling Oil; she can spend five motes and banish it from the patient’s system. Treating poison in this fashion is a dramatic Medicine-based action that takes 20 minutes unless sped by a stunt or Charm.
WHOLENESS-RESTORING MEDITATION
Cost: ―; Mins: Medicine 3, Essence 3;
Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Flawless Diagnosis Technique
Essence can repair even severed limbs. Solar Exalted with this Charm can cure any Crippling effect. This Charm guarantees that any attempt they make to treat the effect is considered supernatural. The Exalt can treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-induced paralysis, by spending five motes and restore the patient. Treating Crippling injuries in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. It takes the patient several days of convalescence to repair otherwise permanent damage such as lost limbs or blindness.
INSTANT TREATMENT METHODOLOGY
Cost: 7m; Mins: Medicine 2, Essence 2;
Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique
Rarely is a Solar forced to leave a task unfinished. This Charm is a Medicine-based action in which the character treats a patient. The Charm functions exactly as any Medicine-based dramatic action that takes up to one hour, save that the character performs it in a handful of seconds. As with Contagion-Curing Touch, the medical shortcuts involved depend on the Exalt in question. This Charm does not remove the need for appropriate medicine, surgical tools and suchlike, but the Solar can use a stunt or Combo to work around these limitations. This Charm speeds only that portion of treatment that actively involves the physician. It does not accelerate any rest, recovery and convalescence the patient normally performs on his own. It can act as the dramatic action required by Charms such as Wholeness-Restoring Meditation and Wound-Mending Care Technique.
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another being's abilities contest these effects, then the two square off in a contest of lies vs. investigative skill.
Spoiler: Integrity-Based Powers
INTEGRITY-PROTECTING PRANA
Cost: 5m, 1wp
Type: Reflexive (At-Will)
Keywords: Combo-OK
Duration: One day
The Sun’s Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Example: An enemy sorcerer cannot create a serpent inside the character’s stomach or turn her armor to lava, because these effects inflict damage by altering the Exalt or things the Exalt controls.
This Charm does not protect against the miscellaneous dangers of the Wyld or a Chaos Realm. If a Wyld effect creates a hundred-headed snake monster that then eats the character, this is not directly altering the character’s body through shaping. Nor is it an “attack” when an effect transforms the character’s armor into harmless gossamer spider webs―simply an undesirable effect.
The Solar’s weapons know their master. The Solar holds out his hand and calls to the Essence of one of his weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and his hand, this Charm draws the weapon into his grasp. He must own the weapon he calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
GLORIOUS SOLAR SABER
Cost: 6m+, 1wp; Mins: Melee 4, Essence 3;
Type: Simple
Keywords: Combo-OK, Holy, Obvious
Duration: One scene
Prerequisite Charms: Call the Blade
The Essence of the Lawgiver manifests in a gleaming blade of the sun. This blade is always a glowing weapon that inflicts aggravated damage against creatures of darkness and sheds sunlight as bright as a torch. The Exalt can summon this weapon to her hand from anywhere as an instantaneous action. The player defines the appearance of this blade when purchasing
this Charm.
IRON RAPTOR TECHNIQUE
Cost: 2m or 4m; Mins: Melee 3, Essence 2;
Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Call the Blade
The maneuver named Iron Raptor Technique extends the Solar’s reach. Her weapon flies toward the enemy like a hungry bird of prey, then returns at the Solar’s call. This Charm is a Melee-based attack that costs two motes and can attack enemies up to (Essence x 8) yards from the Solar. It is in all other ways treated as a normal Melee attack.
Spoiler: Resistance-based Powers
OX-BODY TECHNIQUE x 4
Cost: ―
Keywords: Stackable
Charm Type: Passive
The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Lawgiver additional health levels. A player may purchase this Charm up to once per dot of the Resistance Ability her character possesses. Each purchase provides the character with three extra hit points
Note: An Exalt who does not take this charm has 7 HP. A normal mortal has 1HP
DURABILITY OF OAK MEDITATION
Cost: 2m
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
A boy cannot cut down an oak tree with a kitchen knife. Nor can a mere mortal slay the Solar with petty blows of mortal steel. The Solar invokes this Charm after an attack hits but before damage is determined. This Charm allows the Exalted to resist 4 HP worth of damage from a mundane attack, or 2 HP worth of damage from a magical attack or enchanted weapon.
SPIRIT STRENGTHENS THE SKIN
Cost: 1+m
Type: Reflexive (after an attack is received)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation
The unconquerable flame of the Solar’s spirit armors her against attack. She invokes this Charm after an attack hits but before damage is determined. This Charm reduces the HP damage of the attack by a relative amount to each mote spent. This Charm can reduce the damage of the attack to zero.
IRON SKIN CONCENTRATION
Cost: 3m
Type: Reflexive (after an attack is received)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation
Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. The Solar invokes this Charm after an attack hits him but before damage is determined. This Charm gives him a resistance against the attack, ignoring 4 HP of damage from magical attacks or 8 HP of damage from a mundane attack
Driven by her purpose and her Virtues, the Exalt becomes momentarily invincible. The Solar invokes this Charm after receiving an attack, but immediately before the damage of a physical attack or similar effect is determined. This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects. This Charm has one of the Four Flaws of Invulnerability.
Temperance Flaw: The Exalt cannot take movement actions such as walking, running, flight, teleportation or jumping for two full posts before using this defense. Being moved as the result of a foes attack or ability does not count as movement for this flaw.
BODY-MENDING MEDITATION
Cost: 10m
Type: Supplemental
Keywords: Combo-OK
Duration: Until the day ends
Even wounded nigh unto death, a Lawgiver will marshal the strength to rise again. This Charm supplements a dramatic action to marshal the character’s inner resources for recovery. This action requires one hour without a stunt or another Charm. This charm speeds his healing rate by a factor of ten or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character.
Characters can activate Body-Mending Meditation when inactive.
Spoiler: Occult-based Powers
TERRESTRIAL CIRCLE SORCERY
Cost: ―
Type: Permanent
Keywords: None
The Exalted shape the Essence of the world. This Charm lets the character hone her will to the razor-sharp edge necessary to perform magic of the so-called First Circle―a power infinitely greater than mortal thaumaturgy. This magic can affect up to a few hundred individuals at a time, and its spells take only a few moments to cast. This Charm allows the character to take Terrestrial Circle Sorcery actions.
CELESTIAL CIRCLE SORCERY
Cost: ―
Type: Permanent
Keywords: None
Prerequisite Charms: Terrestrial Circle Sorcery
Celestial Circle Sorcery can slay thousands, level fortresses and bind Second Circle demons to the Exalt’s will. Only the Celestial Exalted can master this powerful sorcerous initiation. This Charm permits the character to take Celestial Circle Sorcery actions.
SOLAR CIRCLE SORCERY
Cost: ―
Type: Permanent
Keywords: None
Prerequisite Charms: Celestial Circle Sorcery
The sorcery reserved for the Lawgivers is a work of perfection and adamant. The spells of Solar Circle Sorcery are awesome beyond words―they can bring life to regions or slay entire armies. This Charm permits the character to take Solar Circle Sorcery actions.
Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers. This Charm lets the character see, hear, smell and feel―but not touch―dematerialized creatures. It makes dematerialized creatures within the normal range of the character’s senses valid targets for the character’s Awareness actions, including reflexive Awareness actions.
The Solar Exalted may attack even the subtle Essence of dematerialized spirits. This Charm enhances an attack, making dematerialized creatures within the attack’s normal range valid targets. The attack deals enhanced damage to spirits, materialized or otherwise. This Charm is explicitly permitted to supplement actions using other Abilities. Note that if the character cannot see the spirit he attacks, then he is considered to be attacking a hidden foe.
Spoiler: Dodge-based Powers
SHADOW OVER WATER
Cost: 1m
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
The Chosen move like shadows over water―with perfect grace and speed. The maneuver named Shadow Over Water restores defensive advantage to a beleaguered or overextended fighter. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge ability when resolving that attack. Her Dodge is still incredibly slim against a nearly undodgeable attack, but she takes no penalties for exhaustion, terrain, etc.
SEVEN SHADOW EVASION
Cost: 3m
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Over Water
The Solar hero is too quick for his enemies to land a blow. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly defends against the attack―even if the attack is normally undodgeable. This Charm has one of the Four Flaws of Invulnerability.
Conviction Flaw: This Charm does not function when a Solar’s actions are contrary to his Motivation. Generally in combat, the motivation is to defeat the enemy. Thus if the Solar does not advance on his enemy for at least two consecutive posts before using this charm, it does not function and he takes the brunt of the attack.
The heroes of the dawn are in tune with the Essence of the world. The Exalt invokes this Charm in response to an unexpected attack. The attack is no longer unexpected (but if an appropriate Charm, it remains unblockable). This allows the character to use his Dodge abilities and Charms such as Seven Shadow Evasion against the attack.
Essence permeates the Lawgiver’s being. She moves with an impossible fluid grace. For the remainder of the scene, this Charm allows the Exalt to react to sustained attacks (such as suppressing automatic fire) as if they were single attacks (such as a single shot from a pistol).
The heroes of the dawn leap with the grace of a flying crane and the speed of a striking hawk. For one hour, the character can jump with ease and not leave wide openings to attack, and doubles the length of all jumps.
Supported by Essence, the character can almost fly. Until her next action, the character can jump with a Move action instead of a miscellaneous action, and she multiplies the length of all jumps by five. This is not cumulative with the bonus of Monkey Leap Technique.
The heroes of the dawn can leap great distances in a single bound. This Charm is a dramatic jumping action, normally taking about five minutes, in which the character leaps up to (Essence x 5) miles. If the character is interrupted mid-leap and forced to take non-reflexive actions, he continues along the original trajectory—but his landing is considered “falling from a great height” rather than “safely completing a jump.”
Spoiler: Archery-based Powers
THERE IS NO WIND
Cost: 3m or 5m
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
The Solar’s heart knows the arrow’s path. He spends three motes and fires a single flawless shot, regardless of distance, visibility, weather and other prevailing conditions. This Charm nullifies penalties from the listed factors that might apply to a single Archery-based attack. If the Solar has Essence 3 or higher, he can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range.
ACCURACY WITHOUT DISTANCE
Cost: 1m, 1wp
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: There is No Wind
The Solar fires a single perfect shot. The Exalt spends this Charm’s cost and fires an arrow at a valid target. This Charm supplements the player’s Archery skill and guarantees that the arrow hits. This Charm can be used in archery contests and for trick shots―such as severing a rope from afar―but it is most often used in attacks. If the attack would have missed without this Charm, then it hits anyway. This Charm does not change the normal rules for valid targets― armor can still negate the damage, obstacles such as walls or a well-placed shield can still block the shot, and so on.
FORCEFUL ARROW
Cost: 3m
Type: Supplemental
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: There is No Wind
Essence imbues the Lawgiver’s arrow with great force. This Charm supplements an Archery-based attack. If the attack hits, it knocks the enemy away from the Exalt up to a number of yards equal to the Exalt’s Essence. Objects do not get a roll, but are instead knocked back automatically if the object’s weight in pounds is less than the Exalt's Essence x 200.
The character charges an arrow with Essence. The effects are based on the character’s fighting style and anima. This Charm always adds damage relative to the character’s Essence. In addition, the attack has the following effect.
Dazzling Flare: The Solar’s arrow (or other ammunition) glows with holy fire or brilliant sunlight. This Charm makes the Solar’s Archery-based attack Holy, and it inflicts an intense, soul-rending damage against demons, unholy beings, and creatures of darkness. The arrow shines brightly enough to be seen for (the Solar’s Essence x 10) miles, if fired straight upward or otherwise unobstructed.
The bane of the mortal archer is her dependence on ammunition, but Lawgivers can use this Charm to shape sparkling arrows of Essence. This Charm permits a Lawgiver to make ranged attacks without using ammunition. Each such attack costs one mote of Essence. The Exalt can attack as if using any form of ammunition without Resources cost, such as a broadhead, fowling, frog crotch or target arrow. This Charm permanently enhances the Exalt’s capabilities. Therefore, shaping motes into ammunition is an unrolled reflexive action and not a Charm activation.
Spoiler: Martial Arts-based Powers
FISTS OF IRON TECHNIQUE
Cost: 3m, 1wp
Type: Supplemental
Keywords: Combo-OK
Duration: One Hour
The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving damage by two points and making it potentially lethal. The Solar can parry lethal hand-to-hand attacks such as swords, axes, and gunfire (if reaction is possible).
SLEDGEHAMMER FIST PUNCH
Cost: 3m
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
This Charm is also called the “Pillar-Breaking Blow.” The Lawgiver’s anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object or inorganic foes such as magical constructs, doubling the damage of the attack.
DRAGON COIL TECHNIQUE
Cost: 3m
Type: Reflexive
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Fists of Iron Technique
The clinch of the Lawgivers does not fail. The Solar’s grip is inexorable, and he may, if he chooses, squeeze the life from the strongest opponent. This Charm makes the Solar into a mighty grappler and wrestler. It also adds two damage to any grapple the Solar engages in, or allows the Solar to RESIST up to two damage from an enemy's grapple attack. This Charm cannot be placed in a Combo with extra-action Charms.
THUNDERCLAP RUSH ATTACK
Cost: 1m
Type: Simple (Speed Boost)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
When the Solar Exalt strikes, she is swifter than lightning. The character pours Essence into quickening her actions. She then makes an unarmed Martial Arts attack. This Charm causes unarmed attacks to be much swifter and make it more difficult for the foe to counterattack against the Exalt.
Spoiler: Sorcery Description
SHAPE TERRESTRIAL CIRCLE SORCERY
(SINGLE POST)
The character shapes a Terrestrial Circle spell that he knows. Doing so always costs one temporary Willpower plus the Essence cost of the spell. The character takes a Cast Sorcery action as well as releasing the spell.
Some Terrestrial Circle spells are NOT single-post actions. War magic often takes effect on the military time scale, while long rituals are dramatic actions capable of being interrupted.
SHAPE CELESTIAL CIRCLE SORCERY
(TWO POSTS)
The character shapes a Celestial Circle spell that he knows. Doing so always costs two temporary Willpower plus the Essence cost of the spell. The character must take two full posts to shape the spell. He spends the motes and Willpower on the first, then casts the spell on his next post, releasing the spell and rejoining battle. If the character does not take these actions in sequence, consider the spell interrupted.
As with Terrestrial Circle Spells, some Celestial Circle Spells are NOT numbered-post actions. In which case the character may shape the spell as a single dramatic action of the length stated. Spells of this type will be noted in the description of said spell.
SHAPE SOLAR CIRCLE SORCERY
(THREE ACTIONS)
The character shapes a Solar Circle spell that he knows. Doing so always costs three temporary Willpower plus the Essence cost of the spell. The character must take three full posts to shape the spell. He spends the motes and Willpower on the first of these three. The character can then coalesce the spell as his next post. Finally releasing the spell on the third. If the character does not take these actions in sequence, consider the spell interrupted.
As with Terrestrial Circle and Celestial Spells, some Solar Circle Spells (such as "Cleansing Solar Flames") are NOT numbered-post actions. In which case the character may shape the spell as a single dramatic action of the length stated. Spells of this type will be noted in the description of said spell.
Spoiler: Spells Known
Spoiler: TERRESTRIAL CIRCLE
COUNTERMAGIC, EMERALD: 10m or 20m
Target: Caster or one spell
The sorcerer uses Emerald Countermagic to protect herself and her companions from hostile sorcery. This spell has special timing rules. The character can shape Terrestrial Circle sorcery to cast this spell as a reflexive action rather than preparing it ahead of time.
If the character spends 10 motes of Essence, she secures her own person against hostile magic. She crosses her arms or makes a gesture of defiance, and a nimbus of multicolored energy surrounds her. For the duration of the Cast Sorcery action and for her next action thereafter, any spell that attempts to affect her in a fashion she considers undesirable shatters and its effects are wasted.
The sorcerer can also opt to spend 20 motes of Essence and shatter a Terrestrial Circle spell operating within a radius of (the caster’s permanent Essence x 50) feet. If the spell is currently being shaped, its caster is automatically interrupted. Spells currently in effect are shattered. This does not banish demons or spirits, whose summoning has already been accomplished and is no longer considered a spell.
Emerald Countermagic is not a clean or quiet process. “Shattering” a spell means that it is literally torn apart. Its effects fail, and random trivial magical effects wash out over the area. The sorcerer is safe from undesirable consequences, but others in the area may suffer minor burns or damage. The precise effects are at the Storyteller’s discretion, although they should be significantly less harmful than a hostile Terrestrial Circle spell.
BURNING EYES OF THE OFFENDER: 10m
Target: Caster
The sorcerer’s anima ignites in a colorless fire that refracts and magnifies the hues of her Exaltation. All who gaze upon the sorcerer weep uncontrollably, their eyes stung by her blazing halo. This spell imposes an internal penalty equal to the caster’s Essence against all attacks against her that originate within 100 yards. It does not affect allies standing next to her. Opponents who are blind or who avert their eyes do not suffer this penalty. Moreover, combatants who close their eyes run the risk of being caught off guard by the caster's subsequent attacks.
The sorcerer may dispel Burning Eyes of the Offender as a reflexive action.
FLIGHT OF SEPARATION: 10m
Target: Caster
The sorcerer speaks the Word of Ten Thousand Birds, part of the song that all the birds of Creation sing when they gather in one place. Because humans cannot speak this word, the caster is suddenly transformed into a flock of birds in a burst of Essence. The birds fly together at a speed of 20 miles per hour and can travel up to a number of miles equal to the caster’s Essence. Once the birds reach this distance (or some nearer destination), the birds complete the Word of Ten Thousand Birds, and coalesce to become the sorcerer once more. This spell has special timing rules. The character can cast it as a reflexive Shape Terrestrial Circle Sorcery action, similar to a reflexive charm. It follows all of the other normal rules for sorcery actions, except the character takes her Cast Sorcery action as her next normal action after she re-forms.
While transformed into a flock of birds, the sorcerer keeps all of her Attributes, Abilities, Willpower, health levels, Virtues and soak (including armor). Her dodging ability increases by an amount reflecting her permanent Essence. She cannot, however, take any actions other than moving or dodging. She may not attack, use Charms, or communicate. Any health levels of damage are reflected by the deaths of several birds until the caster re-forms, whereupon the damage manifests as wounds and the slain birds dissolve into pools of the caster’s blood. Each sorcerer always becomes a particular species of bird. Dorian always becomes a flock of Townsend's Solitaires
FLYING GUILLOTINE: 10m
Target: Creature
The sorcerer makes the Sign of the Hooded Headsman. His Essence congeals into a barbed chain two feet long that spins as it arcs toward the target at about 340 miles per hour. The sorcerer can attack anyone he can see within 500 yards. This attack may not be parried without an impressive feat of athleticism or an Exalted Charm. If this is a surprise attack, the chain’s great speed increases the chances it will not be spotted before the target can react. The Flying Guillotine avoids obstacles (negating cover and shield bonuses) and can even turn corners to chase a foe.
The silver weapon wraps about whatever body part it strikes and secures itself into a loop of chain with barbs along the inside. The chain spins with great speed as it tightens, inflicting horrific damage. The spell inflicts 18 levels of lethal damage. (a shotgun at close range inflicts approximately 5 Lethal Damage) The chain always aims for the neck of the target. If the Flying Guillotine reduces the victim below Incapacitated, it decapitates the target. Most creatures find this instantly fatal. The chain itself seals shut the severed neck on the head, making it not so messy a trophy.
If the damage does not kill the target, the chain has wrapped around a shoulder, chest or limb thrown up as part of the defense, cuts deeply, and then vanishes in a flash of silver light. The chain likewise disappears if the target dodges, parries or otherwise counters the attack. When used in war, this spell negates the normal difficulty of attacking commanders and special characters, as it whips past all soldiers and fortifications on its way to its foe.
THE RAVENOUS FIRE: 15m
Target: Inanimate object
The sorcerer’s Essence flares around him, and he makes the sign of Essence Consumed over an object. A jet of blue-white flame leaps up to a yard from his fingertips to ignite the target of the spell. Wood sears to ash. Stone softens and burns like wax, while metals crumble to ash and slag.
The flames consume the material to which they were originally set but leave other substances alone. For example, setting fire thus to the stone in a statue crafted of marble, silver and emerald leaves a pile of melted, seared stone, with undestroyed silver and emeralds among the slag. Nor can the fire consume enchanted objects, the magical materials or anything alive. The flames feel icy cold but cannot harm living flesh.
The Ravenous Fire consumes up to 27 cubic feet of material (about the size of a human-sized statue and its base) per dot of the sorcerer’s permanent Essence. The fire gutters out once it devours this amount of material. Only countermagic can extinguish it before then.
Spoiler: CELESTIAL CIRCLE
BLOOD OF BOILING OIL: 30m
Target: Touched creature
The character gathers a roiling ball of Essence between her hands. This sphere glows brighter and brighter as the power within it grows. It starts a dull brick red, but the color grows in brightness and saturation until it is, first, the color of red-hot iron and, then, an unearthly glittering scarlet. Then, the sorcerer takes a Cast Sorcery action and the sphere vanishes noiselessly and without display. The sorcerer’s hands are left covered with glowing scarlet arcane characters. If the sorcerer now lays a hand on another living being, the power flows from her hands into the unfortunate victim, transmuting his blood to boiling oil. Most mortals die instantly when subjected to this attack, and even the Exalted can be slain with but a single touch.
To resolve this attack, the sorcerer must make a successful barehanded attack on the target. This attack can be combined with a regular attack, a Charm or even a Combo, allowing a powerful warrior-mage to unleash an attack of unparalleled power. This spell activates with the first successful barehanded attack that the sorcerer makes, even if it inflicts no real damage. The target takes one level of lethal damage every second for (the sorcerer’s Essence x 3) seconds. The damage is internal, thus not subject to the damage-reducing properties of armor or hardened skin. This is a Shaping effect and a Poison effect. This spell has no effect on nonliving creatures or living creatures that have no blood.
This spell remains in effect for (the sorcerer’s Essence) minutes or until the sorcerer a target other than the one the spell was cast for. It is possible to inflict this damage accidentally on someone else, but—even if the sorcerer fumbles and strikes herself—the spell never targets the sorcerer.
COUNTERMAGIC, SAPPHIRE: 15m or 20m
Target: Caster or One Spell
This spell functions as Emerald Countermagic, save for the increased cost and the changes noted here.
This spell can shatter Second Circle as well as First Circle spells. The shattering of a Second Circle spell has more profound effects than the destruction of a First Circle spell—the random burns and magical effects may cause minor damage to others, although always less than that of directed Terrestrial Circle magic. Used to counter Terrestrial Circle spells, this spell extinguishes them instantly and entirely. This functions like shattering the spell but causes no collateral damage.
GOD-FORGED CHAMPION OF WAR: 20+m
Target: Caster
This spell works only when cast under the open sky. The sorcerer speaks several of the Five Hundred Words of War and draws a latticework of Essence around herself. During the day, sparks of sunfire swirl down from the sky to join the lattice, while at night, the sorcerer’s anima catches glowing motes of moonlight or starlight. As the magic builds, the sorcerer rises into the air. Dozens of distant voices rise in an indistinct war chant.
Least gods from objects in a 50-yard radius awaken, leave their objects and fl y toward the Essence-lattice of this spell, where the light of the Incarnae forges them into plates of thick armor, forming a mighty scout-class or common-class warstrider around the sorcerer. This warstrider lasts for one hour, though the sorcerer may extend its duration by spending 10 motes per additional hour. (See Wonders of the Lost Age for complete descriptions of warstriders and their equipment.) Armament for the warstrider costs additional committed motes of Essence: one mote per dot of cost for mundane weapons, or two motes per dot for artifact weapons, all suitably scaled for an 18-foot-tall humanoid war machine.
If the sorcerer spends an additional five motes at casting (which are not committed), the warstrider gains the benefits of the magical material aligned with the sorcerer’s Exaltation, but only if the warstrider is crafted of the appropriate sort of light. Solars gain this benefit only from casting this spell during the day, for example, while Lunars and Sidereals gain this benefit from spells cast at night. When this spell’s duration elapses, the least gods return to their objects, imparting in the object a slight glow of sun, moon or starlight that fades in a week. They are completely unharmed.
MAGMA KRAKEN: 35m
Target: Area
The sorcerer combines the Prayer to the Kraken with the Mudra of Burning Earth that volcano gods make when their mountains spew fire. Red strands of Essence then lance toward the targeted area, which begins to rumble.
.
One round after the sorcerer’s Cast Sorcery action ends, (Caster's Essence Rating x5) tentacles of lava erupt from the ground. The sorcerer can place these writhing limbs anywhere in a circle 50 yards wide, at most 500 yards away. Anyone in the area when this happens is knocked prone unless they can sufficiently react to the shifting and quaking ground beneath them. The tentacles are magical constructs that Join Battle the second they appear and lash out at anyone the sorcerer names an enemy, either to strike or grapple. The tentacles are immensely strong, but only as fast as the caster themselves.
The damage inflicted by the tentacles is considered partial fire damage: Targets that are immune to heat and fire halve any damage they would have normally taken. The tentacles never dodge or parry; but are very resistant to damage from mundane sources. At the beginning of every round, surviving tentacles regenerate all damage they have taken up to that point. A sorcerer can direct one Magma Kraken tentacle round up to an amount equal to his Perception score. Directing multiple tentacles does not count as a flurry. This spell lasts for a number of minutes equal to the caster's Essence Rating.
WHEEL OF THE TURNING HEAVENS: 15m or 35m
Target: Area
This spell cannot be cast during the day. When cast, the sorcerer’s Essence shoots upward as a brilliant beam of white light and explodes like a fireworks display visible to every creature within (Essence x 100) yards who can see the sky. Instead of fading, the sparks slowly swirl clockwise in kaleidoscopic displays that last (Essence x 30) minutes. In the center floats the sign of the Maiden of Serenity.
The interlacing sparks trace out many astrological sigils the Sidereals would rather keep to themselves… but no one will remember them. All sentient creatures are entranced by the display and forget what they were doing. They take no actions. When the spell ends, they do not remember what happened while they stared at the sky. People outside the area just see pretty lights (though the display might attract them into the spell’s area).
The sorcerer himself is immune. Once he casts the spell, he may take other actions normally. Averting one’s gaze increases the difficulty of all actions taken in locations where the sky is visible. Powerful beings may resist the illusion through an incredible exertion of will that is often exhausting to the point of causing physical effects such as being out of breath or sweating. The spell ends if Sapphire or Adamant Countermagic, other powerful anti-magic abilities target the sorcerer, or if the caster is slain, or if any creature enchanted by the spell is harmed while entranced.
This spell was actually developed for entertainment. If the sorcerer spends only 15 motes, the result is a beautiful, distracting but harmless display.
Spoiler: SOLAR CIRCLE
COUNTERMAGIC, ADAMANT: 20m or 25m
Target: Caster or one spell
This spell functions as Emerald Countermagic, save for the
increased cost and the noted changes.
This spell can shatter Second and Third Circle as well as First Circle spells. It extinguishes First and Second Circle spells without side effects, but shattering Third Circle spells is more dramatic. The explosion of Essence fragments that results from countering a Third Circle spell—while it will not harm the sorcerer using Adamant Countermagic—has effects more profound than many First Circle spells. Such an explosion can kill or transform mortals and lay waste to the countryside.
CLEANSING SOLAR FLAMES: 50+m
Target: Corrupted Land
This spell must be cast during the day at the geomantic center of a region tainted by evil or corruption. As the sorcerer casts Cleansing Solar Flames from that point, sunlight pierces the darkness that consumes the land, shining warmly upon the caster and collecting in growing clouds until a thunderhead of light rises above her, visible for miles. And then, the sorcerer lifts her head in a piercing cry as the sun-cloud impales her with a bolt of golden lightning that passes through her into the ground and explodes outward in a glittering wave.
The solar lightning holds the sorcerer for 10 minutes per 50 miles of shadowland she converts. When she is done, the sun-cloud dissipates, and normal sunlight shines over the tainted landscape and the corruption that plagued it is no more. If the sorcerer is moved or her attention wavers at any time during the cleansing, then this entire spell fails. Black storm winds of deathly Essence rip across the sky and scatter the sun-cloud in a terrifying (though harmless) backlash.
RUNE OF SINGULAR HATE: 10m
Target: Person
This curse is the blackest, foulest one that an Exalt can utter. It sears and twists the soul of the target and of the sorcerer who pronounces it. The Rune of Singular Hate is but a single word, a word so sharp-edged and hateful that a tongue can give it voice but once in a lifetime—a spell that a sorcerer may cast only once. As a result, the casting time is near-instantaneous. This spell has special timing rules. The character can cast it as a reflexive Shape Solar Circle Sorcery action that take no time.
To speak the rune, the character must be within earshot of the target, and the character must be able to speak. The target need not hear the word, and magical silence is no protection—the target hears the curse in his heart. The Rune of Singular Hate can target only a single individual, but if that individual is less than a primordial entity or greater deity, the rune sears them.
The player of the spell’s target must make a choice, as the curse is so terrible and great. They must completely sacrifice one trait from one aspect of their being, or traits from no more than three aspects. These aspects are as follows: Strength, Dexterity, Stamina, Intelligence, Perception, Wisdom, and Willpower. The traits can be senses if Perception is chosen, durability/endurance/etc if Stamina is chosen, and so on. The chosen aspects are damaged immediately and forever. The sorcerer pronouncing the rune suffers a lesser curse—she loses one point in every Attribute, Virtue and Ability in which she possesses a score.
Characters who sacrifice intelligence or wisdom may become reduced to mindless vegetables. Characters who sacrifice from Perception may end up deprived of all senses and cut off from the outside world. Characters sacrificing from Stamina could have their lives snuffed out if they are not careful. Characters giving up their Willpower might become will-less automatons, akin to as if something had consumed their hopes, dreams, desires, and drive. In all of these cases, the character has no hope of recovering the damage done without incredibly powerful magical assistance.
TOTAL ANNIHILATION: 65m – Page 98, White and Black Treatises
Target: Area
Every occult master knows about Ligier the Green Sun, the defining soul of the Demon Prince Malfeas. Ligier once had another name, however, when Malfeas was a Primordial instead of the demons’ home and prison. Circling her hands before her chest, the sorcerer closes her eyes and builds herself into a rage. As she whispers the lost, former name of Ligier, a vivid green spark erupts from her heart to collect her Essence into a roiling, fist-sized orb of emerald fire. The sorcerer flings the orb into the air and directs it with her will toward any target within 1000 yards. The sphere constitutes a perfect attack unless opposed by magic-enhanced dodges or parries, in which case the caster battles the target in a contest of wills to determine if the orb is a direct hit or detonates nearby instead.
If parried, the orb is not destroyed, but is deflected 1,000 yards away in a random direction—from then on, it can’t be steered. Attempting to parry the orb with a weapon not heavily enchanted merely detonates it instantly. When the orb strikes, it explodes into a column of bright green light 50 yards wide and five miles high. It deals 50 levels of lethal damage (for reference, a mundane Satchel Charge deals 7 Lethal Damage) to everything within that area. Then, for (Essence x 5) seconds, the column of emerald light sweeps outward at a rate of 10 yards per second, inflicting another 25 levels of lethal damage per second to everyone caught within in it. This damage cannot be reduced by armor.
Creatures near the explosion can try to outrun the all-destroying glare—this had best include the caster herself, since she is not immune to its power. Once the orb has exploded, the outpouring light cannot be parried and may only be dodged or soaked by means of perfect defenses. The devastation is complete: That which can burn, burns; that which can be broken, breaks. Behind it, the light leaves nothing but a scorched, cracked wasteland. In the thunder of the orb’s detonation and the crash and crackle of devastation, one might hear the awful, vengeful laughter of a defeated god, laughing that his conquerors now turn his power against Creation.
Total Annihilation may be countered until the moment the sorcerer hurls the orb. After that, Adamant Countermagic or other incredibly potent anti-magic abilities can only parry it.
WRATH OF THE FIVE ELEMENTS: 45m
Target: One creature
As the sorcerer’s anima builds, he gestures and calls the names of the Elemental Dragons. Each dragon’s sigil appears, the set forming a pentagram around him. The sorcerer names the target of the spell while holding three arcane links in his upraised hand—a hair, a swatch of clothing and soil from the target’s footprint, perhaps. The links can vary (including the presence of friends or relatives), but at least one must come from the victim’s body. At last, the sorcerer speaks the Word by which the Unconquered Sun announced his defiance of his Primordial creators. The sigils flare as the Elemental Dragons each vent their wrath on the spell’s target, no matter where in Creation she is. Once the spell is cast, the victim suffers five deadly attacks, one every five seconds. The sorcerer sets their order or lets them happen at random.
A perfect dodge Charm or otherwise potent evasive ability also lets the target evade one attack per use of the ability. Treat each attack as environmental damage (15L, and again a Satchel Charge deals 7L for reference). No conceivable external defenses (armor, etc) apply, because the attack comes from within the victim’s own body. The victim applies nothing but her innate durability, augmented by magical properties if applicable
• The wrath of the Dragon of Air takes the form of cold. The victim’s skin blackens with frostbite as he feels the icy winds of the farthest North rush through his flesh.
• The wrath of the Dragon of Earth turns the victim’s bones to stone, while razor-sharp crystals grow from them to slice his flesh.
• The wrath of the Dragon of Fire burns the victim from the inside out.
• The wrath of the Dragon of Water pours surging sea water into the target’s blood and lungs.
• The wrath of the Dragon of Wood sets lush, flowering vines sprouting through the victim’s skin, consuming his flesh as they grow. If this attack fails to kill the target, the vines wither and drop away on the next action.
No single attack is likely to kill a victim, but five in a row present grave danger to anyone who lacks powerful protective Charms. When an attack kills a victim, the elemental effect completely consumes his body to leave frozen shards, a statue of bloodstained crystal, smoldering ash, a pool of mingled blood and water or a tangle of vines. None of the attacks inflict the slightest harm on anyone nearby, even someone who hugs the victim. The wrath of the Elemental Dragons is most selective.
Finally, a person slain by Wrath of the Five Elements is not completely dead. She immediately appears before the sorcerer, transformed into an elemental of the element that killed her, already bound to serve the sorcerer for a year and a day. The elemental is of a sort that has the same relative power as the victim (so mundane mortals become very minor spirits indeed).
Spoiler: Combo Powers
Normally, an Exalt can use only a single Charm per action. However, with long practice and focus, the Exalted can combine Charms together, becoming able to use two or more Charms in the same action. For example, an Exalt who has mastered the Combo of Peony Blossom Attack and Fire and Stones Strike can make a magical flurry of several attacks and inflict extra damage with all of them. The number and power of the Combos an Exalt has mastered are a better measure of her power than the raw number of Charms she knows.
When a character uses a Combo in battle or in war, there is an unmistakably brilliant display of Essence. Any character present will know that the Exalt is using a Combo the moment she pays the temporary Willpower to activate it. However, the witness will not know the exact nature of the Combo until he has seen it used once. The display of a Combo’s activation is very distinctive, and once a character has seen it activated, he will be able to recognize it if he sees it again.
The cost of a Combo is the combined total of the component charms, plus one for each charm in the combo after the first, plus one additional point of willpower.
Spoiler: Known Combos
Blazing Starfire Assault
Cost: 14m, 2wp
Component Charms: There Is No Wind, Accuracy Without Distance, Forceful Arrow, Essence Arrow Attack
Heavenly Recovery Method
Cost: 25m, 1wp ( up to 43m, 1wp if all charms in parenthesis are used)
Component Charms: Touch of Blissful Release, Wound-Mending Care Technique, Instant Treatment Methodology, Flawless Diagnosis Technique, (Ailment-Rectifying Method), (Body-Purifying Admonitions), (Wholeness-Restoring Meditation)
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Personality: Dorian is not the most trusting man in the world, due to his status as a Solar and his life of hiding from the Immaculate Order. However, he is almost always unable to resist helping people in need. His skills as a healer are second only to his prowess as a sorcerer, but he tends to avoid spellcasting if it can be avoided as the after-effects are usually... messy.
As handsome as he is powerful, Dorian is not above using his allure and silver tongue to get what he needs. Considering he generally prefers peace to war, he is even willing to go so far as offering his services as a healer, mage, or otherwise to individuals if doing so secures peaceful resolutions. That said, if a particular party proves to be deceitful and breaks any peace he helps to forge... Dorian will not hesitate to unleash the full fury of his power upon them.
He loves to laugh, loves to have a good time, and loves when everyone is getting along. Disrupting any sort of peace tends to get him very upset, but often times Dorian is willing to warn people to back down before things get out of hand. If peace resumes, then he will generally carry on like nothing happened whatsoever.
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Virtues: These are a measure of the characters devotion to certain ideals. They are measured on a scale of one to five. A character with one compassion might ignore even the most heart-wrenching plight, where a character with five compassion will help nearly anyone they can. These virtues CAN be ignored, but doing so incurs a point of "limit break". Upon gaining ten limit break, a character's limited tolerance has been broken and they must act according to their "Virtue Flaw". Additional limit may be gained if a particular circumstance is met, but the circumstance depends on what the virtue flaw itself is.
A Limit Break is a tremendously cathartic experience. Undergoing a Limit Break immediately gives the character temporary Willpower points equal to his rating in the flaw’s related Virtue, even if this raises his temporary Willpower above ten points.
Listed below are the values for Dorian's four virtues, as well as his virtue flaw.
Duration: One full day
Limit Break Condition: The character is subjected to severe stress or backed against the wall
Effect: The character wholly embraces cruelty. His conscience vanishes, and he uses terror and cruelty to accomplish his goals, with only contempt for any perceived or exhibited weakness. He casually tortures and mutilates prisoners to sow terror and inspire obedience.
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Backstory
Long ago in the land of Creation, there were the primordials. Each felt that Creation needed to bend to its will over the wills of the others, and so the Primordial War erupted. One of these Primordial beings, now known as The Unconquered Sun, created champions from his own essence and in his own image. These heroic souls were the first Solar Exalted. Immortal souls that upon the death of their bodies would migrate to a new mortal and assume partial control of it, at a cost of losing some of the memories it had in its previous form.
Other primordials saw this and flocked to the Unconquered Sun's side, creating their own semi-immortal champions to combat the other primordials. This gave rise to the Lunar Exalted and Sidereal Exalted. The "Elemental Dragons" pledged themselves to the Sun, and gave rise to the Exalted Dragon-Blooded, the soldiers, lieutenants, and military backbone to the Solar and Lunar Generals, with Sidereals as their advisors.
The war ended with the primordials who were opposed to the Unconquered Sun and his allies... defeated. Some were killed, but as primordial undying beings they mutated into what are now called the "Neverborn". These beings corrupted 50 Solar souls and thus created the Abyssal Exalted... twisted and dark mirrors of their Solar counterparts. Others were imprisoned, and the scope of this imprisonment warped reality and created entirely new realms from the tormented forms of these primordials... now known as Yozis. The Yozis also managed to corrupt some of the Solars. This gave rise to the Infernal Exalted, demonic and power-mad versions of the shining Solars.
The war over, the Solars did what any super-powerful badasses do if given time and boredom... started to war among themselves and hoard powerful weapons and artifacts. The Sidereals, now advisors in the realm of Yu-Shan (basically Heaven), saw a threat coming in and warned them, but it was too late. The "Great Contagion" was unleashed by the Deathlords, and the "Fair Folk" of the ever-shifting "Wyld Lands" saw their opportunity to destroy a weakened Creation. Once again united against a common threat, the Solars and their allies saved the day once more.
The Sidereals saw that the Solars needed to be contained, and so colluded with their Dragon-Blooded lieutenants to stage a coup. Numbering only around 300 at any time, the Solars were mighty, but few. The Dragon Blooded numbered much closer to 10,000 and thus may have been weaker, but of far superior number. The war was quick and brutal, and each Solar slain returned not to a mortal body, but to a cage created by the Sidereals to attract and house wayward Solar Essences.
Since then, the Dragon-Blooded have gained control of Creation, and formed an empire devoted to their principles. Some Solar souls have escaped over the centuries, as well as the Infernals and Abyssals whose abilities reflect of the Solars. The Empire has declared the Solars to be Anathema, and actively hunt them down wherever possible. Since then, the Dragon-Blooded have endured the Fair Folk and the Deathlords and not faltered. Now, the Scarlet Dynasty controls much of the world.
Dorian was born nearly seven centuries ago, in a small riverside town near the city of Nexus. Son of a fisherman and a wash-woman, it was assumed Dorian would live a simple and uneventful life. However, a flood washed through his small town and ruined many of the homes within it, including his family's residence. Being fairly poor already, there was little else for the family to do but turn to the Merchant's Guild in nearby Nexus. Being only 6 years old at the time, Dorian had no idea what this would entail.
Many others from Dorian's town did the same thing, and the Guild was happy to lend them the resources to rebuild their homes... in exchange for their youngest children. Slavery is not illegal in the Thresholds, and children tend to be easier to 'train' than adult slaves. Dorian personally fetched a price of twelve koku of jade scrip, a high amount even for a child slave (at initial purchase, at least). He was considered fit, healthy, and potentially attractive. All positive qualities that would increase bidding once he was put up for sale.
The sale complete, the merchant allowed Dorian's family to say their goodbyes to their son before taking the boy away by wagon with about fifteen other children between the ages of five and twelve. The slavemaster they were taken to was actually known for treating his charges rather kindly so long as his rules were obeyed. Slaves who stepped out of line more than once, on the other hand, were treated incredibly harshly. Often punished with severe beatings and torture that left them scarred and occasionally unable to be sold.
A span of two years passed. Dorian was trained to cook, clean, dance, and perform general household labor, as he was still too young to be considered a pleasure slave. Still, he was growing into a handsome young man and that point would be a boost to his sale price, thought the slavemaster. Indeed it was, as Dorian was purchased at auction for thirty dinars of silver, approximately ten times what the Guild paid to the boy's parents. A tidy profit when the incredibly inexpensive cost of feeding and clothing a slave is considered.
The woman who purchased Dorian was a well-known silver magnate native to Nexus itself, named Aleksandra Nightingale. She always had many young male house slaves. Some for doing the chores, some for cooking, some for other things. Rarely were her house slaves over the age of fifteen, as by then they were old enough and strong enough to be sent to one of her six silver mines. truly, there were much worse fates a slave could endure than that, right?
Initially, Dorian simply dusted and cleaned as was needed. As time passed, he was assigned to cook and entertain guests at the Lady Nightingale's parties. The wealthy woman had decided to bed the young man and make him her newest pleasure slave in his fourteenth year, the year when it all changed. As part of his training to entertain noble guests, Dorian was taught to read. One of his favorite things to do when not doing chores or cooking was to read book after book in the noblewoman's library.
One evening as he was reading, Lady Nightingale entered the library and asked what Dorian was reading. It turns out, the boy had taken a fascination with pre-Contagion history and First-Age lore. He found the stories simply fascinating. Amused, Lady Nightingale told him he could keep the books he had read that night if he did her a "special favor". Eager to please the master that had treated him kindly over the last six years, Dorian readily agreed to help her with whatever she needed.
It began as a simple back massage, to "work out the stress from a busy day at market". However, Dorian's teenage hormones soon got the better of him and he was getting more and more turned on by the topless body of his master as he massaged her back. ... then she asked the young man to do the front as well, and dropped all pretense of massage from there. The two became as one that night, and Dorian proved to be as fast a learner in the bedroom as he was outside of it. This pleased Lady Nightingale, but she still decided it was time to send the boy away. She had taken from him his first intimate experience, and was now done with him.
The next day, Dorian was once again reading the books he had been so graciously given by his master. However this would be the day he found out what happened after you "Lay with Nightingales" as the saying went in the mines. Two large men, accompanied by Lady Nightingale, walked into the library and grabbed Dorian by the wrists. Confused, Dorian asked what was going on. The men said "You're off to work the mines now, kid." To which Dorian asked if he could at least take his books. He knew his duties were at the whim of his master, so if she wanted him to work the mines, he would work the mines. ... but he wanted his new books to come with him.
Lady Nightingale simply chuckled at the notion that her slave would be allowed to take her property, acting as though she had never told the boy he could have the books he so loved. This triggered something in the young man, and drew to him a great power that most felt had long since been wiped out. "You said I could have them... why would you lie to me like that?!" With a yell, the young man pulled his arms out of the grip of the men holding him and slammed a fist into each of their faces. The act of violence made all the more prominent by the brilliantly glowing mark on Dorian's forehead.
The boy's hands also glowed with the light of the sun, and he landed crushing blows on the men that were supposed to detain him. Lady Nightingale simply watched, and some might say she even looked amused by the development. But then the young man turned his ire toward her. "Tell me WHY!" he demanded, raising a fist and preparing to strike. However, his master's response caught him completely off-guard.
The woman raised a hand and gently brushed it against the enraged young man's cheek. "To test your resolve, young man. I wanted to see just how much you wanted to continue learning of the past glories of this world. I wanted to see how badly you yearned to remain here. I needed to see for myself how much my word meant to you. I am so incredibly grateful to have a servant as devoted as you are... Dorian." Lady Nightingale had been told the names of her slaves, but only ever addressed them as 'slave', 'boy', or 'young man'. To be called by a name he had not heard in so long touched something inside Dorian that had not been touched in several years.
Though the truth would not be known to Dorian for a few more years, Lady Nightingale was one of the "Fair Folk", beings from the shapeless Wyld Lands. As with any of the fair folk, she fed on the energies of people. Her preferred emotion to feed on was that of lust, and what purer lust was there than the lust of virgin teenage boys? In Dorian's case however, Lady Nightingale saw the chance for a mutually beneficial arrangement. She could shelter the newly-exalted Solar from the Scarlet Empire, and in turn she gained a powerful bodyguard that was indebted to her.
Truly, the arrangement was more beneficial to Dorian than it was to Lady Nightingale. He had access to her library, resources to purchase new books, safety from those who would hunt him simply for existing, and was even allowed to attend to his "needs" with his former master twice a week. Though she no longer fed on his lust, for fear of driving away her new Solar Bodyguard. The other slaves proved sufficient to slake her thirst.
Three Decades passed, and Lady Nightingale took a new form; that of Aleksandra Nightingale's "daughter", Anastasia Nightingale. Dorian knew the truth by this point, and knew the Fae had no real daughter. Still, living under her protection and offering her his power as a Solar was too profitable to jeopardize by exposing her. After all, doing so would also expose him. In a city so close to the heart of the Scarlet Empire, such an act would be tantamount to suicide. And so instead Dorian chose to simply continue studying the past and serving as Lady Nightingale's closest adviser and assistant.
Despite continuing her "mother's" tradition of keeping an ever-changing harem of young men, it somehow became known that she had also been laying with an attractive man who did not seem to age over the past few years. This led to rumors of the 'new' Lady nightingale keeping a Dragon-Blooded lover, and so the Fae decided give Dorian things to do other than stay at home reading all day long and accompanying her on trips into the city. Hopefully this would quell that rumor and not attract the attention of the Scarlet Empire.
Dorian started traveling between the seven silver mines that his former master owned. He would visit, check the numbers, make sure no one was skimming off the top (using his investigative ability to discern truth from lie), and determining if the slaves were being well cared for. As a former slave, he understandably held a soft spot in his heart for them. If anything was amiss, he was to give a single warning to those at fault. If on subsequent visits the problem persisted, he was told by Lady Nightingale to dispose of the offenders. Though some might think it harsh, Dorian saw the fairness of this stance. Thus, he agreed to enforce it.
Occasionally he would learn that something had been troubling one of the mines. Bandits, wild animals, on one occasion a demon... and he would deal with these issues as well. Thankfully the mines were far enough from Nexus that by the time word of his deeds reached the city they were either so wildly exaggerated that no one believed them, or he was so poorly described that none knew it was him. This pattern went on for another four decades, and Lady Nightingale again assumed a new form. However, this pattern changed when the Deathlord known as "Walker in Darkness" decided to pay a visit to Nexus.
The mighty being was still mostly unknown to Creation, but many of the Fair Folk knew him well. A Deathlord, one of the thirteen incredibly powerful corrupted Solars that unleashed the Great Contagion that killed nearly ninety percent of the worlds population. And he had come to Nexus with a purpose. Seeking a covert alliance with the Fair Folk of Nexus, he eventually approached Lady Nightingale and all but demanded her allegiance. Dorian entered to find the imposing figure holding his patron in the air by her throat.
Feeling a sense of sheer terror and desperation, Dorian immediately launched one of his sorceries. Flying Guillotine was the name of the spell, a barbed chain of magical construction that would wrap around the target's throat and sever the head. His anima flared wildly with the casting, and he was immediately enveloped by its grand appearance. The Walker in Darkness raised his free hand to stop the attack, but the chain wrapped around his arm and spun at an incredible rate.
Sparks showered the Deathlord as the chain tore into his armor. smoke rose from the ornate rug as the tiny embers burned holes in it. Finally, a few flecks of blood began to spatter the floor and Lady Nightingale. Unfortunately, the chain disappeared almost the instant the blood had started flying. The spell had run its course and not even severed the interfering limb of the Deathlord. Dorian fell to his knees in despair, knowing that his mightiest spell had done next to nothing to this unknown attacker.
A small cloud of black smoke seemed to come from under the bloodstained armor of the Deathlord, and it circled quickly around him. The ground beneath glowed a faint white for a moment before erupting with spikes of shattered bone and ribbons of pink and red flesh. Necromancy. Just as potent as any sorcery, and many times more gruesome in most cases. The flesh and bone that had erupted from the floor quickly rose into the air and circled the Deathlord like some macabre cyclone of gore. Approaching the being now would mean risking impalement by the bone shards and infection from the decayed flesh.
"You never mentioned you had a Solar pet, Fae." said the Walker in Darkness to Lady Nightingale. "Boy. If you truly value the existence of this creature so highly as to attack one who would challenge the Gods, then I offer you a way to spare her." Despite the whirling dervish of viscera, the Walker's words were crisp and easily heard. Dorian had been under the protection of Lady Nightingale for nearly a century, and she had seen to it that the young Solar had lived comfortably and peacefully... he would have done anything for her. The Walker's statement was met only with a nod, fear stealing the Solar's words.
If the face of death could smile, it had just done so. The storm of corpse-pieces quickly subsided. Ribbons of meat and blood faded to nothing and the bone spikes fell to ash as the spell was cancelled out, and the Walker released Lady Nightingale. The figure then approached Dorian and lifted him to his feet. "Excellent. I can always make use of a talented sorcerer. You shall serve me for the next century, or until your death should it occur in that time. In exchange, The fae retains its freedom. Do you accept?" Fear still gripped the Solar's body, and he barely managed to eek out a single word. "... y- yes."
And thus a new chapter of Dorian's life had begun... in service to a being of death and destruction.
Nearly 700km from Nexus stood the Ebon Spires of Pyrron, the Walker in Darkness' shadowland fortress. A bleak place, this shadowland... created during the Great Contagion nearly three centuries ago. Ghouls, hungry ghosts, mutated creatures, misshapen trees and shrubs, dead grasses and ferns, stagnant ponds, and sludgy rivers... it was a place Dorian would be forced to call his home for the next one hundred years. How would he cope with the unrelenting stench of decay that permeated the land? Only time would tell.
The Walker in Darkness gave Dorian a mere six months to acclimate himself before sending his new toy out on a mission with one of his Abyssal Exalted servants. This Abyssal was known as "Morose Patrician of the Sable Vanguard" Abyssals did not have true "names", only titles. Adorned with soulsteel reinforced armor and armed with a matching greatsword called a "Grand Daiklave", the Patrician was clearly a warrior through and through.
The mission was to assassinate the Dragon-Blooded lord of a city at the edge of the shadowland and subjugate the citizens of that city into the service of the Walker in Darkness. Through this town, the Walker could bring supplies to sustain his small number of living servants and soldiers. The Patrician clearly did not trust Dorian, nor did Dorian trust the Patrician... a wise stance for Dorian, but a poor one for the Patrician. Upon arrival at the manse of Lord Nellens Markov; child of the Great House of Nellens, the Patrician revealed his true colors. He had sold Dorian out to the Dragon Blooded Exalt before they arrived.
However, just as the Patrician moved to attack Dorian... Lord Nellens sank his Red Jade Reaper Daiklave between the rear shoulder plates of the Abyssal's armor. Unsurprising when one takes count of the fact most Dragon-Blooded consider ALL other types of Exalted to be anathema and are encouraged to destroy them whenever possible. A small rivulet of blood oozed from the Patrician's mouth and he coughed up a small spray of blood. Wounded, but far from dead, he turned and engaged the treacherous Dragon-Blood in melee combat.
Sparks flew as the two warriors clashed blades. Blood flew whenever one of them struck a blow. Animas flared as they both burned immense amounts of essence. The battle was as intense as it was quick. Dorian barely had time to fire off a few arrows before the fight was over. The victor was Lord Nellens Markov, but he had set his home ablaze as a result of his incredibly destructive fire-aspect anima. The room they had started fighting in was a total inferno, the hallway outside a blasted hell, and the foyer where Dorian and the badly injured Lord Nellens now stood was already in flames.
Thinking quickly, Dorian cast a spell that was known as "Burning Eyes of the Offender". With a wave of his hand and a burst of his essence, Dorian's anima ignited with an incredibly bright flare that was several times more intense than even the noon-day sun. Nellens was unable to avert his gaze in time, and took the full brunt of the blinding attack. An ear-splitting shriek erupted from the Dragon-Blooded's mouth as his eyes suddenly ceased functioning and pain shot through his head. However, this was Dorian's chance to escape.
Casting one more spell, known as "The Ravenous Fire", was the answer. The spell would consume a large amount of inanimate material, as well as cover his tracks. The flames harmed no living being, and only consumed the material targeted. The target was a low-lying strip of the Manse's outermost wall. Dorian ran toward the now-burning wall and slid through the flames. Icy cold to the touch rather than hot, it was an odd sensation, to be sure. But it was a clever escape. Dorian's wildly flaring anima died down moments later, and he returned to the Walker in Darkness a few days after with the news of what had happened.
To the citizens of the town, Lord Nellens' manse had crumbled to the ground with him inside. Apparently it was an anathema attack. The anathema had been slain, but the severely wounded Lord Nellens was unable to escape his manse and died when it collapsed. The Deathlord stared at his Solar pet and asked what had become of the Morose Patrician. Dorian knew that he would likely be punished either way, so he told the truth... that the Abyssal had betrayed him, and been betrayed himself. This had an unexpected result... as the Deathlord chuckled briefly.
Apparently that was the reason Dorian was selected to accompany the Patrician, for the Abyssal had been sending missives to his own allies and was planning an attack on the Walker himself. Dorian was his "replacement" for the time being, and had now cemented his place in service to the Deathlord. "Well..." thought the Solar. "... better to start my servitude on a positive note than a negative one, I suppose." When serving a Deathlord, any "bright side" was something to be cherished.
And so came to a close Dorian's first mission in service to the Deathlord. If only it was to be so easy for the next ninety-nine years.
Three decades went by, all marked by similar tasks. Dorian would be sent to disrupt some sort of holding that the Scarlet Empire was trying to establish near the Walker in Darkness' shadowland, and he would return battered and nearly broken... only to be sent out again a few months later. Sometimes he was successful, and was praised by the terrible being. Other times he returned with news of failure, and was subjected to torments which threatened to sunder his very soul. In spite of the suffering, Dorian soldiered ever onward. He would survive this trial and return to Nexus.
One night, Dorian was summoned to the Walker's manse, the Ebon Spires of Pyrron. Upon arrival, the Deathlord spoke to the Solar. "Ah, my Solar pet. You are to go to the city of Gethamane and speak to another of my kind. Another of Oblivion's champions. He is known as Mask of Winters. He will be expecting you." This confused Dorian, as Gethamane was just over five-thousand kilometers from the Ebon Spires. "I understand, master. But may I ask what th-" Dorian was immediately cut off by the Deathlord.
"You may not. Now go to the town of Jeral, on the northern border of the Shadowland. Another of my servants will meet you there." Frustrated but knowing better than to talk back, Dorian simply bowed before leaving the Deathlord's presence. Why would he send his servants so far away? Was this a test? Was it that important? Could it be both? Or was it something different entirely? These questions wracked the Solar's mind as he made his way to Jeral, about one hundred kilometers from the Ebon Spires.
Upon arrival, he was met by another imposing abyssal Exalt. This one introduced itself as "Ghastly Visage of Macabre Hungers". Unlike the Morose Patrician of thirty years ago, this Abyssal seemed to be more understanding of the fact that the Walker in Darkness' orders were absolute. He explained that they were meeting Mask of Winters to discuss an alliance between the two, furthering the influence of the Deathlords in Creation.
The trip itself was oddly uneventful. Despite taking nine full weeks via horse-drawn carriage. The duo had even managed to steer clear of the Wyld Hunt. All the while, Ghastly Visage tutored Dorian in more potent forms of sorcery. Being a sorcerer himself, Visage felt a sort of kinship with Dorian; despite the fact they would be enemies in most circumstances. Not long before the voyage was complete, Dorian had mastered another spell in addition to the numerous charms he had learned since his debacle with the Morose Patrician. Little did he know he wouldn't even need it.
Gethamane was a city on the rise. Settled shortly after the Contagion killed most of the people in Creation, it was steadily increasing in population and power thanks to prudent trade agreements with the Guild. Visitors were only allowed for a month at a time, however. So as not to strain the resources of the developing city. Mask of Winters was apparently a different story. He was, after all, technically dead. Ghastly Visage spoke first when the two arrived at Winters' temporary estate.
The abyssal bowed politely and addressed the Deathlord as befit a being of immense power. "My Lord, Mask of Winters. I am Ghastly Visage of Macabre Hungers, here on behalf of the Walker in Darkness. My associate and I ar-" Mask of Winters batted the abyssal aside like a toy and approached Dorian, instilling a sense of fear similar to the time when the solar had first encountered Walker in Darkness. However, he did not retaliate this time, knowing he would be doomed if he did so.
Staring at the Solar before him, Mask of winters cackled for a moment before walking back to Ghastly Visage. "Your master's cunning is to be commended. Sending a Solar along to ensure I remain civil. True, that I would not wish to rouse that which slumbers here by spilling the sun-child's blood." Dorian, picking up on this possibly unintentional tidbit of information, drew a knife and held the blade tightly in his hand. "Indeed, Master Winters. The Walker in Darkness is a wise patron. Now could we please dispense with the idle chatter and get to the business at hand?"
Bold. Some might say stupid, even. However one chose to refer to the act, it seemed to actually work. Mask of Winters turned to face the impertinent solar, and moved in as if to attack. Standing unflinching, Dorian knew that the Deathlord's own words had already betrayed his feint. Indeed, the mighty being stopped mere inches from the solar, his blade resting gently on Dorian's shoulder. "Yes. Let us get to business, mister...?" The tone of the comment informed Dorian that the Deathlord was asking his name. Knowing that the servants of the Deathlords were known by titles and took no names for themselves, Dorian could only think of one title on such short notice. Thus, he responded by saying: "Call me Morose Patrician of the Sable Vanguard. Or just Morose Patrician if it pleases you, Lord Winters."
An amused chuckle left the Mask of Winters' throat, easing the tension. Ghastly Visage had since recovered from being thrown like a toy and returned to Dorian. The abyssal was dumbfounded that the solar had stood his ground and even made a snide remark to the deathlord... and survived. As Mask of Winters lead the way, Ghastly Visage spoke to his comrade. "Your little stunt could have doomed us both and cost our master a great deal... Morose Patrician." The disdain in Visage's voice was plain for all to see.
However, the gambit had been successful, and negotiations with the Mask of Winters went off without an incident. In fact, so pleased by the end result was the Deathlord that he sent the duo back to their master by way of a pair of necromancy-enhanced Striges. Doran and Ghastly Visage were able to return to the Ebon Spires in just over a week with the assistance of these massive owl-like creatures.
Incredibly pleased by his pets, Walker in Darkness informed Dorian that his services were no longer necessary. The solar was free to return to Nexus whenever he saw fit. However, he chose to stay in the Deathlord's service... learning further sorcery from Ghastly Visage of Macabre Hungers. He was sent on lesser and lesser tasks, however. Each time he returned, Dorian also drew more and more of the Walker in Darkness' ire. After ten years, Dorian finally accepted his freedom from the servant of the Neverborn, and returned to Nexus and Lady Nightingale.
After just over four decades away from Nexus, Dorian returned to find things were quite a bit different than when he left. It seemed that on top of Lady Nightingale assuming another new form, she had slowly expanded her influence into the "Firewander" district of the city. In fact, a small pocket of the Wyld was now found in the district and home to three minor fae who were currently in service to Dorian's long-time friend and lover. When the gifted sorcerer knocked on the door of the manor that had been his home, he was greeted by the fae 'woman' herself.
"I already gave my tithe to th-" Upon seeing the familiar blueish-purple overshirt and cloak, the normally cold and calculating Fae had a moment of weakness. She slapped him right in the face, then grabbed him by the cheeks and kissed him fondly. "Forty years, Dorian. Forty years you were with that Deathlord. My kind know what they are capable of. They were the ones..." her gaze turned from Dorian and she looked almost... remorseful. "... they are corrupted by the Neverborn, Dorian. I had given you up for dead after the Walker took you away." Dorian knew Lady Nightingale had been worried, but never thought that she'd give him up for dead.
The two of them spent the next three days talking, dining, catching up with one another, and making love. Dorian told Lady Nightingale of the dark splendor of the Deathlord's fortress, of the atrocities he witnessed, and how he managed to survive the four decades under the service of the Walker in Darkness. "So let me get this straight." said Lady Nightingale as she traced circles on the Solar's chest. "You smarted off to the Mask of Winters, weren't killed for it, AND assumed the name of an Abyssal... all at the same time?" A simple chuckle was all that Dorian responded with, and had an open palm slap against his stomach as a result. "That was brilliantly stupid. You're very lucky he didn't cleave your head from your body.
The next fifty years went very quietly. Dorian did very little in the way of exploration or adventuring, preferring to remain close to Nexus and create ties among the wealthy merchants and Guildsmen in the city. However, it wasn't ALL quiet. In fact, he came to the city's aid four times in the five decades after his return from the Ebon Spires.
The first time was due to a slave rebellion, in which one of the slaves had awakened his Solar essence and begun murdering anyone and everyone who got in his way. Dorian, an accomplished spellcaster, tried to reason with the newly-awakened Solar in order to stop the slaughter. The young man would hear none of it, and moved to attack. He was cut down by Dorian's "Flying Guillotine" spell, ending the crisis after 52 deaths. Several people witnessed the spell and became aware that Dorian was also a Solar. However, they remained silent due to the fact he had saved their lives. A lucky break, to be sure. An inquiry by the Scarlet Empire was the last thing Nexus needed.
Six years later, an incident occurred with large troupe of performers from the Varang City-States. The group had brought a pair of trained Tyrant Lizards to the city as part of their act. Raised from the time they hatched, the beasts were generally obedient... until one of the performers fell from a trapeze and broke both legs. The sight and scent of blood, along with the woman's struggling and cries, set the two large reptiles into a frenzy. The first creature was stopped almost instantly by a Dragon-Blooded who was in attendance... but the second Tyrant Lizard saw fit to bite the man in half while he was weary.
Dorian sprung into action when the dynast fell, using his "Blazing Starfire Assault" to fire off a blazing bolt of energy at the immense reptile's head. Blood spattered onto the people it was about to attack, and it instantly changed targets and came after Dorian. Knowing what he had to do in order to keep everyone safe, Dorian dodged at the last moment and surrendered one arm to the beast's jaws. It clamped down immediately, nearly severing the Solar's arm... but giving Dorian the perfect chance to bring it down. Another combination charm, the "Iron Maiden Grasp" was used to punch through the eye of the creature, tear into its skull, and cause trauma to its brain. All the reptile could do was growl weakly before it expired and released Dorian's now-mangled arm. The injury was simple enough to heal, as Dorian had recently perfected his use of medical charms. But the entire ordeal drained him greatly.
Thirteen years after the Tyrant Lizard incident, a group of rebels set on taking Nexus for themselves managed to break into the main armory of the Nexus Guard, and steal three sets of Gunzosha Armor. This gave the rebel leaders, a trio of Outcaste Dragon-Blooded Exalts, the power to stand against the more powerful entities of the city. Knowing that if a dragon-blooded of any kind were to assume control of the city that he would soon be revealed to the Empire, Dorian fought alongside the guard to defeat the rebellion. Just over two-thousand died over the span of three days, and Dorian's heroism earned him amnesty from the Wyld Hunt so long as he stayed in Nexus... granted by the Emissary of Nexus himself.
The last incident, which occurred seventeen years after the "Carmine Rebellions" and the one that spurred Dorian to consider adventuring once more... was when an expedition was planned to go to the "Tomb of Five Corners". The endeavor went off without a hitch, or so many thought. Eight months after setting out with three-hundred men (composed of guards, workers, engineers, loremasters, and a few cooks), only twelve returned... two of which could not even walk. These twelve survivors spoke of the glorious wonders they had seen, but also of the terrifying creations that set upon them when they attempted to 'procure' these treasures. They warned anyone who would listen about the horrors of the tomb, and begged the city's leaders to never organize another expedition to that accursed place.
Naturally, Dorian was intrigued. As such, he began to organize his own expedition. Privately funded, privately managed, and personally supervised... he knew his attempt would be more successful. Oddly enough, Lady Nightingale declared she would come along on this trip. While it was not rare for her to leave Nexus to check on her silver mines, going on an adventure was something very unusual for her to do. Concerned, Dorian asked why she was being so insistent. The fey's response was very heartfelt, and Dorian could not find it in his heart to tell her no. "I nearly lost you to a Deathlord all those years ago, and then you fought in the Carmine Rebellions and were nearly killed. I'm not losing you again, Dorian Rabenstein. I'm coming with you this time."
The first two weeks went very well, and a large cache of gold and lesser First Age artifacts were discovered. On the second day of week three, one of the hired hands came up missing. Not unheard of, and the other hirelings were advised to be cautious. However, the missing hand's return two days later sent up some warning flags. However, the workers were pleased to have him back and everyone was in much higher spirits as a result of his return. As such, both Dorian and Lady Nightingale figured they were simply being paranoid. That changed the following night...
As it were, the worker who went missing had been an informant of the Wyld Hunt... the Imperial force who was tasked with hunting down any Exalt who was not of Dragon-Blooded descent. They had caught wind of an 'illegal smuggling operation' led by 'some guy who was immortal and glowed sometimes', and decided that any rumor of anathema was worth investigating. Awoken by the confused yelling of his workers and the bellowing commands of the Wyld Hunt Commander and Lieutenant, Dorian and Lady Nightingale had barely enough time to get dressed before their tent was barged into by a trio of soldiers. Not wanting to draw suspicion to themselves, the two complied with the commands to exit the tent and head to the middle of the campsite. It was there they saw the commander and lieutenant pressing an amulet to the heads of every person in the camp that they walked past.
"Is that one of those artifacts they use to find anathema?" asked Nightingale to one of the guards. "Heh. Sure is. We'll find the devil bastard and gut him before he can so much as cast a single blasphemous spell. We got word one of 'em was at this little smuggling operation you got going on here... which we're going to shut down." The color seemed to leave Lady Nightingale's face as she turned to look Dorian in the eyes. "Dorian... they're looking for anathema. If they find one here, they'll kill it won't they?" Dorian barely had enough time to say "Don't..." before his lover crushed in the chestplate of the guard to her right and killed him instantly.
"I refuse to lose you again. Go home, Dorian. The Emissary granted you amnesty there. I'll kill these Scarlet Bastards! We Fae are not so frail as to fall to the bootlickers of the first age!" The latter half of the declaration was spoken loud enough for any nearby soldiers to hear, and accompanied by a powerful burst of energy that incinerated the other two guards and forced Dorian to use a defensive charm to avoid being damaged. This of course immediately drew the attention of the Commander, Lieutenant, and remaining soldiers. Lady Nightingale then sent another burst of power at her Solar lover, sending him flying several yards backward. He knew what she was doing... she was going to get him to flee whether he wanted to or not.
Knowing he could not change his enraged lover's mind, Dorian used the spell called "Flight of Separation" as soon as the next blast hit him. Exploding into a flock of birds, Dorian knew the display would shake up the warriors of the Wyld Hunt. They would have heard her state she was a Fae, and assume she had turned an innocent man into a harmless bunch of winged pests. However, as the birds that he had become took wing and flew from the campsite, he saw the lieutenant of the hunt impale Lady Nightingale through the shoulder with a long-bladed knife. She immediately beheaded the man with a swipe of her hand... only to have the same done to her by the Wyld Hunt's commander.
So that was how his lover of many decades spent her last moments? Defending a being of static form and shape from death? Ironic, really. She was a fae, born of the shapeless Wyld Lands outside of Creation... yet she cared so deeply for a denizen of the unchanging world that she died to save their life. A white-hot desire for vengeance began to burn within Dorian's heart as he flew from the scene. He landed a dozen or so miles away and let out a pained cry of despair, cursing the Wyld Hunt for taking his lover from him. He punched the ground repeatedly, bloodying his knuckles. He slammed his head repeatedly against a tree, splintering the wood and gashing his forehead. Lastly, he let loose another scream of anger so pained and agonized that the grass beneath his feet seemed to wither at the sound of it.
Oh he would return to Nexus and take advantage of the Emissary's gift of amnesty... but he would not rest on his laurels for long. The Wyld Hunt would pay for this. Dorian would utilize Lady Nightingale's wealth and resources to gain influence in the city. Her silver mines would provide the expendable wealth and her connections would provide the information needed. No matter if it took decades or even longer than a century... they would know his pain and suffer his wrath. Dorian would remind them why the Solars were the kings of the First Age, and remind them why the Scarlet Empire now feared Solars as demons and monsters...
Dorian had spent the last full century gathering information on the Scarlet Empire and the Great Houses that composed it. Since shortly before he was born, the Empress had reigned supreme. The Realm Defense Grid drove back the Fair Folk and Deathlords, and cemented the woman's place as the de facto face of power in Creation. If he had a power like this, Dorian would unleash his fury on the Realm and all who supported it. Even after one hundred years, his anger over the death of his former master and lover had not abated. He demanded retribution.
As it were, he began making brief forays outside of Nexus every few months to attack caravans that delivered the tithes to the Blessed Isle that so many cities paid simply to keep the empire off of their backs. He never took anything... only murdered the guards and harassed the couriers. His aim? Draw out actual Dragon-Blooded who would no doubt be sent to assist the caravans upon which the Empress' coffers grew fat. A century of studying, researching, and waiting was more than enough and it was now time to seek his revenge. They would pay for the anguish they had caused him.
Luck was on Dorian's side three years after he began making strikes against the tithe couriers. He'd learned, via various deals made with The Guild, that the Empress' young daughter Mnemon would be accompanying a caravan as a guard. This was apparently at her own insisting rather than at the behest of her mother. What better way to exact vengeance upon the Empress than to take from her one of her children? Everything was coming together, and the resulting uproar among the scions of the Blessed Isle would be felt across Creation.
Ten days after hearing the news of Mnemon accompanying the couriers, Dorian waited on the outskirts of Jinsei. A moderately-sized town of around four-thousand people, it was around 350km northwest of Nexus. The town or Jinsei was of little note beyond being a stopping point along the Yanaze River for merchants headed to and from the various cities along the river whose banks it resided upon. It was also the location where Dorian had tracked the couriers who were reportedly accompanied by the Empress' daughter, Mnemon. Once the group left town the next morning, the hunt would begin.
The couriers and their guard were approximately fifty kilometers outside of Jinsei when night began to fall. It was now that the group was most vulnerable... and now that Dorian would strike. Using a charm known as the "Keen Sense Technique", he was able to make out the insignia of House Mnemon on the sash of one of the guards. When added to the fact the woman fin Mnemon's description, Dorian had his target. Using a combination of archery charms that he had dubbed the "Blazing Starfire Assault", he made his presence known by perforating the woman's skull with a brilliant arrow of pure essence.
With his primary target taken down like the dog she was, Dorian burst from hiding and quickly dispatched the five mortal guards that remained. As he had done several times before, he then tore open the door of the carriage that contained the couriers and merchants so as to berate them and declare what he had done. "Tell your Empress I have taken h-" as suddenly as he had torn the door open, Dorian vaulted backward and out of the range of a slashing daiklave that tore into the wood around him as easily as a shark tears through a school of fish.
Clever girl, hiding in the caravan itself rather than defending it along with the guards. Dorian had been played like an amateur. Still worse, he'd let his opponent get the drop on him and was now paying for it. The carriage exploded in a shower of splinters and a cloud of shining black butterflies tore through the air toward the revenge-hungry Solar. "Ah, so YOU'RE Mnemon. I'll flay you and send you back to your mother in a tinderbox!" Thrusting his hand forward, Dorian's anima flared magnificently as the obsidian insects burst into smoke and ribbons of essence around him.
"You've done your homework, anathema... but that doesn't change the fact you're nothing but an ignorant m-" Mnemon was forced to cut her insult short, as a barbed chain of malevolent essence shot through the night and headed right for her throat. On reaching her, the chain exploded in a manner similar to a wall being hit by a large cannon. Fragments ricocheted in random directions, burning several dozen small holes into the surrounding trees and leaves. Just as expected, Mnemon was not without her own ability to disrupt offensive spells.
In retaliation, Mnemon sent a slate-grey burst of energy at Dorian. It was simple enough to evade, but suddenly the ground shook beneath his feet and he fell to ground. For a sorceress barely half of Dorian's age, the Empress' daughter was remarkably skilled. She didn't miss a beat between launching the blast that put him off-balance and rushing in for another slash with her wicked-looking daiklave, its blade now wreathed in a dusty aura similar to that of the attack she had launched seconds prior. Knowing he was at a severe disadvantage and running low on essence, Dorian had only one option left: Retreat.
Rolling backward and taking a painful blow to the shoulder, Dorian channeled essence one final time and vaulted into the air with all his might. Almost immediately, he was far beyond the range at which Mnemon could make any sort of successfully hostile actions. While he was furious at himself for fleeing, Dorian knew it was better to run and fight again than it was to die for the sake of a juicy prize. Similarly, Mnemon was beside herself with anger as a result of the anathema escaping. Had she killed it and brought its head to her mother, she would surely become the favored child... and shown Ragara why she was better than him.
Both were nearly out of essence, however... so continuing the fight would have been risky. Mnemon and Dorian were intelligent enough to know that an exalt with little or zero essence was as good as dead in combat against other exalts. And so Mnemon would continue with the caravan and report to her mother while Dorian returned to Nexus to plot his next course of action. He would need to keep a low profile for some time, but he was a patient person. It was all worth it to make the Scarlet Empire suffer as he had suffered.
After two years of planning his revenge, Dorian saw the futility of what he was trying to accomplish. He would never be able to truly topple the Dynasty or properly avenge Lady Nightingale. Crestfallen, he decided to depart from Nexus for a time and wander the lands of the Threshold. He was pretty far from the main bulk of the Dynasty, so he figured it was safe enough despite them being aware of a Solar in the vicinity. For two hundred years, he wandered. To the frigid northern mountains where the Icewalker Tribes roamed, to the temperate eastern forests where beastmen and Lunars found refuge in the wilderness, to the scorching deserts of the south where valuable Firedust was mined, and even to the western islands amid the vast ocean. If he could obtain discreet transportation or otherwise reach a place under his own power, he did not care where he ended up.
Along these wanderings, he met and befriended many people around Creation. He also saw many battles, as he worked occasionally as a mercenary to fund his wanderlust. He would even settle down for a few months at a time on occasion. After all, what was a few months to one who could potentially live for thousands of years? Several occurrences would be burned into his memory for evermore. One such instance was the passing of a young boy from the Hundred Kingdoms region of the east.
The family members have tears in their eyes when they welcome Dorian back to the inn from his long journey. "Thank you so much for coming." they say simultaneously. Almost immediately, he understands the situation… the time for departure is drawing near. "Too soon… too soon." thinks Dorian. But still, he knows all too well that this day would have come sometime, and not in the distant future.
"I might never see you again." he said to Dorian with a sad smile when he left on this journey, his smiling face almost transparent in its whiteness, so fragile—and therefore indescribably beautiful—as he lay in bed. Some who knew Dorian well might claim he was cruel for not simply using his healing and medical charms to treat the boy’s sickness, but the family were very devout followers of the Immaculate faith, and learning that such a dear friend was Anathema would only further serve to break their hearts during such a trying time.
"May I see Casimir now?" he asks. The innkeeper gives the Exalt a tiny nod and says: "I don't think he'll know who you are, though. He hasn't opened his eyes since last night." he warns Dorian. One could tell from the slight movement of his chest that he is clinging to a frail thread of life, but it could snap at any moment. "It's such a shame. I know you made a special point to come here for him..." Another tear glides down the wife's cheek as her husband speaks.
"It's fine. I understand." Dorian says. He has been present at innumerable deaths, and his experience has taught him much. Death takes away the power of speech first of all, then the ability to see. What remains alive to the very end, however... is the power to hear. Even though the person has lost consciousness, it is by no means unusual for the voices of the family to bring forth smiles or tears.
Dorian puts his arm around the woman's shoulder and says, "I have lots of travel stories to tell Casimir. In fact, I've been looking forward to this the whole time I've on the road." Instead of smiling, the woman continues to cry and nods to Dorian. "And he was so looking forward to hearing your stories." Her sobs almost drown out her words. The innkeeper says: "I wish I could urge you to rest up from your travels before you see him, but..." Dorian interrupts his apologies. "Of course, I'll see him right away."
There is very little time left. Casimir, the only surviving son of the innkeeper and his wife, will probably breathe his last before the sun comes up. Knowing this, Dorian lowers his pack to the floor and quietly opens the door to Casimir's room.
Casimir was frail from birth. Far from enjoying the opportunity to travel, he rarely left the town or even the neighborhood in which he was born and raised. This child will probably not live to adulthood, the doctor told his parents. This tiny boy, with extraordinarily striking doll-like features, the gods had dealt an all-too-sad destiny. That they had allowed him to be born to the keepers of a small inn by the highway was perhaps one small act of atonement for such iniquity. Due to his illness and frailty, Casimir was unable to go anywhere. However, the guests who stayed at his parent’s inn would tell him stories of the countries and towns and landscapes and people that he would never know.
Whenever new guests arrived at the inn, Casimir would always ask them: "Where are you from? "Where are you going? Can you tell me a story?" He would then sit and listen to their stories with sparkling eyes, urging them on to new episodes with "And then? And then?" When they left the inn, he would beg them: "Please come back and tell me lots and lots of stories about new places!" He would then stand there waving until the person disappeared far down the highway, give one lonely sigh, and go back to bed.
Now Casimir is sound asleep. No one else is in the room, perhaps an indication that he has long since passed the stage when the doctors can do anything for him. Dorian sits down in the chair next to the bed and says with a smile… "Hello, Casimir. I’m back." The boy does not respond. His little chest rises and falls almost imperceptibly, another sign of just how little time remains.
"I went far across the desert this time." he tells the boy. "The one that is very far to the south. At times, it was so hot I thought I would be cooked. But it was also so incredibly pretty. The sand would blow in the wind and pile up into hills as big as the ones you can see from your bedroom window here, little lizards and bugs would scurry to find shade during the day, and birds would fly overhead as they searched for safe havens and places to find water. And sometimes it was scary, too. Sometimes it was just the sand and the sky. Can you imagine it, Casimir? You’ve never seen the desert, but I’m sure people have told you about it. It’s like a huge beach, but with hardly any water."
Dorian chuckles to himself, and it seems to him that Casimir’s pale white cheek moves slightly. The boy can hear him. Even if he cannot speak or see, his ears are still alive. Believing and hoping this to be true, Dorian continues with the story of his travels. He speaks no words of parting, however. As always with Casimir, Dorian smiles with a special gentleness he has never shown to anyone in many years, and he goes on telling his tales with a bright voice, sometimes even accompanying his story with exaggerated gestures.
Dorian tells Casimir about the beautiful oasis he found among the dunes, he tells him about the vast blue sky, he tells him about the tranquil starry nights… He says nothing about the violent bandit raid on a nomadic village that stained the sands a sickly crimson. Dorian never tells Casimir about those things. Such things should not mar the innocent mind of a child… let alone one whose life was already tragic and brief. Better for Casimir to have a life filled with as much happiness and beauty as possible.
Casimir was still a very young boy when Dorian first visited the inn. When the boy asked him "Where are you from?" and "Will you tell me some stories?" with his childish pronunciation and innocent smile, Dorian felt soft glow in his chest. At the time, he was returning from a battle. More precisely, he had ended one battle and was on his way to the next. Mercenary work was like that, you know? At the time, his life consisted of traveling from one battlefield to another. He had taken the lives of many enemy troops, and witnessed the deaths of just as many comrades on the battlefield. Moreover, the only thing separating enemies from comrades is the slightest stroke of fortune. Had the gears of destiny turned in a slightly different way, his enemies would have been comrades and his comrades would have been enemies. This is the fate of the mercenary.
He was spiritually worn down back then, and feeling unbearably lonely. As a mighty Exalted who could wiled essence to perform spectacular and wondrous feats, Dorian had little fear of death, which was precisely why each of the soldier’s faces distorted in fear, and why each face of a man who died in agony was burned into his mind. Ordinarily, he would spend nights on the road drinking. Immersing himself in an alcoholic stupor—or pretending to. He was trying to make himself forget the unforgettable. When, however, he saw Casimir smile and beg him for stories about his long journey, Dorian felt a far warmer and deeper comfort then he could even obtain from liquor.
He told the boy many things. About the beautiful flower he had discovered on the battlefield, about the bewitching beauty of the mist filling the forest the night before the final battle, about the marvelous taste of the spring water in a ravine where he and his men had fled after losing the battle, about a vast, bottomless blue sky he saw after battle, and much more. Dorian never told Casimir anything sad. He kept silent about the pettiness and stupidity he witnessed endlessly on the battlefield. He concealed his position as a mercenary for the boy, kept silent regarding his reasons for traveling constantly, and spoke only of things that were beautiful and sweet and lovely. He quickly figured out now that he told Casimir only beautiful stories of the road like this not so much out of concern for the young man’s purity, but for his own sake.
Staying in the inn where Casimir waited to see him turned out to be one of Dorian’s small pleasures in life during his two centuries of traveling. Telling him about the memories he brought back from his journeys, he felt some degree of salvation, however slight. Five years, ten years, his friendship with the boy continued. Little by little, he neared adulthood… which meant that, as the doctors had predicted, each day brought him that much closer to death. And now, Dorian ends the last travel story he will share with the boy. He can never see him again, can never tell him stories again. Before dawn, when the darkness of night is at its deepest, long pauses enter into Casimir’s breathing.
The frail thread of his life is about to snap as Dorian and his parents watch over his. The light that has lodged in Dorian’s heart since beginning his travels will dim significantly. His lonely travels will begin again tomorrow—his long, long travels without rhyme or reason. "You’ll be leaving on travels of your own soon, Casimir." Dorian tells him gently. "You’ll be leaving for a world that no one knows, a world that has never entered into any of the stories you have heard so far. Finally, you will be able to leave your bed and walk anywhere you want to go. You’ll be free."
He wants Casimir to know that death is not sorrow… but a joy mixed with tears. "It’s your turn now. Be sure and tell everyone about the memories of your journey." The boy’s parents will make that same journey someday. And someday Casimir will be able to meet all the guests he has known at the inn, far beyond the sky.
"I, however, will not see you for a very long time. I cannot escape this world so easily." thinks Dorian as he forces a caring smile in spite of his own melancholy. "This is not goodbye. It’s just the start of your journey." He then speaks his final words to Casimir, his final lie to the young boy.
"We’ll meet again soon. I promise."
Almost as if to confirm Dorian’s promise, Casimir makes his departure. His face is transfused with a tranquil smile as if he had just said: "I'll see you soon, ok?" His eyes will never open again, and single tear glides slowly down his cheek. The family erupts into tears, and Dorian has trouble maintaining control of his emotions as well. One thing keeps the Exalt from bursting into hysterics as well... the fact he is sure Casimir would not want him to be sad. Casimir, in his innocence, would most likely want Dorian to keep traveling and making new stories to share with people. And so, he steels himself to do exactly that. After doing his best to console the family, he sets off to the northwest, on his way to mingle with the Icewalker Tribes and see what sort of work that he can find while he is there. He will make new stories. If not for Casimir, then for himself and for someone new to share them with.
Last edited by Salroka; 03-07-2017 at 09:32 PM.
Reason: Added Musical Cues To Each Chapter
Spoiler: Neat Stuff Within
Check out my Character Bonanza! I have all kinds of characters there for you to browse and admire.
Add me on Xbox Live! Gamertag: ThatGuySalroka
Spoiler: Character Power Tiers!
Tier 1: Basic Humans. Minimally trained. Think a bar fight or back-alley brawl.
Tier 2: Trained Warriors. Skilled and equipped with weapons. Think Samurai or Grunt Soldiers
Tier 3: Elite Fighters. Powerful Characters that have access to high-tech attacks or simple magic.
Tier 4: This is where basic humans rarely tread. At this level, magic and high tech stuff is common
Tier 5: Characters at this level are capable of causing high damage to their surroundings.
Tier 6: Fights between players of this level may damage or destroy most unfortified buildings
Tier 7: Battles between characters may result in a destroyed city or two.
Tier 8: Long-term damage to the planet that is fought upon is not beyond possibility.
Tier 9: Goku, Superman, Galactus, Doomsday, Hulk, Etc.
"I didnt choose to become a trainer. It just sort of... happened."
Name: Hector Thompson Age: 37 Hometown: Homeless, lives in the ruins in back of Hearthome City's Amity Square Personality: Hector has seen a lot in his life. Human kindness, human depravity, and everything in between. Many would think this has colored his demeanor, and they would be right. When dealing with other people, he is often blunt and to the point. No reason to waste time beating around the bush, in his opinion. However, living with his pokemon has softened Hector a bit. When in the past he would be unwilling to even speak to others unless it would benefit him, he has opened up and become willing to socialize a bit here and there. Even so, those who have not seen how loving he is to his Pokemon tend to think Hector is grumpy or in a bad mood most of the time.
Team Composition
Goomy - Named Percy
Level 9
Moveset
Bubble
Absorb
Protect
Dragon Pulse
Starly - Named Wayne
Level 9
Moveset
Tackle
Growl
Quick Attack
Wing Attack
Joltik - Named Snap
Level 9
Moveset
String Shot
Absorb
Spider Web
Thunder Wave
Backstory: Originally born in Olivine City in the Johto region, Hector was a happy boy who loved nothing more than watching the ships arrive and depart. However, a brutal custody battle between his mother and father saw this happy childhood shattered at the young age of nine. Moving to Goldenrod City with his mother after the battle was over, Hector would not see the ocean for nearly a decade. Only after he began working as a mail man was he able to travel more freely again. His mother, a bitter woman who saw her son's budding success as a slap in the face rather than a thing to be proud of, eventually got him fired from his position by filing false reports of domestic violence against him. She was later jailed for these false reports and charges, but the damage had been done.
Frustrated, Hector took his last paycheck and started to wander. He ended up spending most of that paycheck in a bar not far from Goldenrod City... buying drinks, hitting on women, and proceeding to take them back to his hotel room. That lasted all of a week before the money ran out. Now nearly penniless, Hector hopped a train to Saffron City and decided to try his luck in Kanto. As most would expect, things did not work well there, either. Unwilling to do much about his situation, Hector was just as homeless there as he had been when he left Goldenrod City. All in all, the pattern repeated itself for over a decade... slum around in a big city, panhandling for money and eating at soup kitchens and churches, and generally being a drain on society. In time, he ended up living in a tent in the far back of Hearthome City's Amity Square park. That was where things changed.
A few months into his stay in Amity Square, Hector heard a couple arguing not far away from his tent. More annoyed than curious, he walked over to take a look and eavesdrop. As it happened, they were arguing about their son. This son must have been the boy that was standing under a nearby swingset, as they kept pointing at him as they yelled. The boy, who could not have been any older than six, clutched a Goomy in his arms and sobbed as his parents fought. Goomy seemed equally distraught, knowing that the boy was upset. After about fifteen minutes of yelling at each other, the father snatched the boy up and stormed off. Goomy fell from the boy's arms and conked the top of its head on the metal swingset, staggering it momentarily. This proved to be tragic, as the family had all departed by the time it had regained its bearings.
Afraid and confused, the Goomy cried out for a solid half hour before giving that up. It then scuttled under the nearby playground equipment to shield itself from the midday sun. The whole thing reminded Hector of his own early childhood, and tugged at the grumpy man's heartstrings. That poor Goomy was probably every bit as lonely and perplexed as he had been back then, and at no fault of its own. As a result, Hector brought it an old dishpan full of water. Goomy fired off a spray of bubbles as Hector approached, so he sat the pan down nearby rather than further scare it. After a few minutes, it scuttled out from under the playground and drank its fill. Hector had since gone back to his tent, so the Goomy returned to its hiding spot to await its boy's return.
Three weeks went by without the boy returning. Hector continued to give the Goomy water and snacks, and it crept closer and closer each time. After twenty-four days, Goomy had made up its mind and nuzzled up against Hector's leg. With that decided, Goomy followed Hector back to his camp that day rather than return to hiding. It seemed as though Hector knew this would eventually happen, as he had already set up a little bed for the Pokemon. A small plastic bin lined with paper and a blanket may not have seemed like much compared to the home Goomy had before, but it was much better than the cramped and dirty space under a cold metal structure. Add that to the apple tree and Oran bush near the camp, and the two were not lacking for fresh food. It wasn't luxurious, but it was something.
No longer seeing any reason to wander aimlessly, Hector remained in the far back area of Amity Square. He was out of sight and out of mind, and that suited him fine. He and Percy (Goomy's name, picked because he "Percyvered" over his sadness) were joined by Wayne; a Starly who had watched the two interacting for a few weeks before apparently deciding it also wanted human company, and Snap; a Joltik that Hector had found in his coat sleeve one morning, apparently seeking shelter on a particularly chilly night. These for odd companions seemed to be relatively happy despite Hector's lack of luxury. A simple life but a happy one, it seemed. Little did they know that things would soon change.
One night, as the moon shone brightly overhead... a shady-looking man walked past Hector's camp. Ever the light sleeper, Wayne awoke and squawked loudly in alarm. Hector, Percy, and Snap all woke at the cries of Wayne. The unknown man threw a Pokeball, and a Bagon roared loudly as it emerged. Percy cowered momentarily behind Hector's tent, but Snap chirped angrily and scuttled in for an attack. Its Thunder Wave was effective, but the Bagon was still able to attack with a powerful Headbutt. Snap rolled across the ground and skidded to a halt, injured but thankfully alive. Wayne rushed in immediately, slamming its body into the Bagon at high speed. Again, the enemy pokemon was definitely affected... but it was not enough. Another headbutt saw Wayne in a similar situation to Snap. Percy quivered a few times before scooting out from behind the tent and firing a large blast of energy at the enemy Bagon.
The attack sent the Bagon flying back and rendered it unconscious. Hector had similarly rendered the attacking individual unable to fight, as a pipe to the ribs and a knee to the face are known to do. However, he did not remain there to figure out who the hell the assailant was. His friends were hurt and he scooped them up in his arms and ran to the only place he knew would help... the Hearthome Pokemon Center. As expected, they whisked Wayne and Snap away to treat their wounds. Hector wrapped his arms around Percy tightly, doing everything in his power to keep himself from tearing up. Percy nuzzled Hector's cheek a few times, but to no avail. The two waited anxiously for word on the condition of their friends, and received that news after only a half an hour. Wayne and Snap were hurt, but would make full recoveries within the day.
When he got back to Amity Square, Hector found his camp utterly destroyed. Well... that was to be expected. He had left the assailant there, and the guy likely wrecked the place out of revenge. Picking up the pieces and carrying what he could, Hector moved to a new spot in Amity Square. Still, something had changed. He was not content to just live there and exist with his pokemon. He did not know it yet, but he had taken his first steps on the path of a Pokemon Trainer. The rest, as they say, is history.
Last edited by Salroka; 06-03-2017 at 08:16 PM.
Spoiler: Neat Stuff Within
Check out my Character Bonanza! I have all kinds of characters there for you to browse and admire.
Add me on Xbox Live! Gamertag: ThatGuySalroka
Spoiler: Character Power Tiers!
Tier 1: Basic Humans. Minimally trained. Think a bar fight or back-alley brawl.
Tier 2: Trained Warriors. Skilled and equipped with weapons. Think Samurai or Grunt Soldiers
Tier 3: Elite Fighters. Powerful Characters that have access to high-tech attacks or simple magic.
Tier 4: This is where basic humans rarely tread. At this level, magic and high tech stuff is common
Tier 5: Characters at this level are capable of causing high damage to their surroundings.
Tier 6: Fights between players of this level may damage or destroy most unfortified buildings
Tier 7: Battles between characters may result in a destroyed city or two.
Tier 8: Long-term damage to the planet that is fought upon is not beyond possibility.
Tier 9: Goku, Superman, Galactus, Doomsday, Hulk, Etc.
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