Ash, Maid of Iron

Arynne

Salmon of Doubt
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Caste: Zenith (she gets very annoyed when people constantly mistake her for a Twilight)
Concept: Honest Mechanic
Motivation: Make a badly broken Creation run twice as well as it did before. Ash's major Intimacies include fixing things, Spring Thunder, and her circlemates. She has a negative Intimacy towards Fair Folk.
Anima: A towering figure in golden armor; when iconic, the figure brandishes a weapon.

At the end of a Solar's life, the shard of divinity than empowers her separates from her mortal soul and returns to Heaven, where Lytek, the god of Exaltation, cleanses it of stains and scars before releasing it to find a new host. Usually, this is a swift process, with the Loom of Fate and gods loyal to the Unconquered Sun guiding the Exaltation to a worthy hero. With the Sun's blessing, mortal and divine meet and join, becoming Exalted.

Sometimes, though, for reasons unknown, it takes its time.

When Red Sky in the Morning fell in battle during a Fair Folk incursion, his peers confidently expected his reincarnation within weeks or months at most. Instead, his Exaltation seemed to vanish from Creation after leaving Lytek's hands. Decades passed with no sign of him. Almost as troubling, expeditions sent to bring his remains back to Meru for honorable burial (and recover his Sunhawk-class warstrider and hearthstone) returned empty-handed. Attempts to contact his ghost failed. It was as though he no longer existed...

...until a young girl in a remote Northern mining town tumbled down a crevice in the earth and found herself in a strange cavern. The earth there seemed more like petrified bone than mud or rock: jagged ivory protrusions jutted from the walls, and the stone was splotched with blue and violet as if bruised.

At the far end, encased in roots, rock and mud, lay a titanic armored figure. Too curious to be really afraid, the girl, whose name was Ash, approached the immobile form and climbed into the hollow space in its chest. Inside lay the brittle bones of a man, which crumbled at her touch -- as an apparition appeared before her, a youth who appeared to be made of liquid gold, pleading in an unknown tongue.

Ash returned to the "metal man" many times over the months and years to come, eventually learning his language. She brought him the tools and supplies he asked for, cut away the roots and dug away the mud from his limbs, and, at his insistence, burned what was left of the skeleton. Under Thunder’s direction she also began repairing the damage to his enormous frame. The directions spilled into long conversations, as the spirit began to treat her as a confidant, telling about the gods and the Exalted and the nature of the world.

As time passed, a strange curse struck the lands around her village. Small animals, birds and insects were found dead. Hunters returned with less and less game. Even the trees seemed to fade, growing sickly and gray, and the villagers found they were exhausted, no matter how much they rested. Though as worried by the curse as anyone else, Ash never connected it with her new companion. Even as representatives of the local Terrestrial prefect descended upon them to investigate, she said nothing, never dreaming the two might be related.

She had always been the odd one out, with the red hair and very pale skin of the far North; and slightly built, in contrast to her people’s ideal of the sturdy, muscular miner, glowing with ruddy health. Her mother often fretted over her marriage prospects, but Ash did not care. She hugged her secret to herself in silence.

The morning after her sixteenth birthday, Ash left the house just before dawn. She had received a new set of hunting weapons as a birthday gift, and she was eager to try them out. But she was interrupted by the far-off clash of steel, by distant cries and silvery, inhuman laughter.

Ash knew what the sounds meant. But instead of running back, she ran deeper into the forest, following the fateful stream till she reached the cavern where the “metal man’’ lay, almost completely cleared of his earthen bonds. “Help us now,’’ she demanded. “Whatever you want, whatever you need, I promise I’ll do it, no matter what! Just help us. Help me stop them!’’

The golden man looked at her, sadly, she thought. “How Much Are You Willing To Give Up, To Save Them?’’ he asked. “Your Strength? Your Health?’’

“Yes,’’ Ash said. She felt strangely weak and dizzy.

“Your Life?’’

“Yes.’’

“Even Though You Are Not Close To Any Of Them Except Your Own Family? Even Though They Laugh At You Because You Are Different?’’

“Yes!’’ yelled Ash, sinking to her knees. She ached all over, as if she were running out of air, as if something terribly heavy were pressing down upon her, pressing hard --

Spring Thunder Over the Mountain smiled.

And suddenly, Ash was engulfed in golden light.

A voice echoed in her head, a voice that she had never heard before and yet somehow she had always known: YOU OF THE SKILLFUL HANDS AND THE GENEROUS HEART, I CLAIM YOU AS MY OWN. MEND THE BROKEN, TEACH THE IGNORANT, DEFEND THE DEFENSELESS AND FIGHT FOR RIGHTEOUSNESS ALWAYS. GO FORTH NOW INTO THE LIGHT, DAUGHTER, AND LEAD OTHERS THERE AS WELL.

When she came back to herself she was already strapped into Spring Thunder's fuselage; they tore their way free of the cave, reborn again, together.

Thunder's delicate Essence weapons had deteriorated into scrap during his long years underground, but he still had his mighty orichalcum fists and his deadly Charms. The unprepared Fair Folk were like butterflies caught in a rockslide. In an exultant haze of victory she heard the Dragon-Blooded addressing her respectfully (and warily) as "Excellency", saw the shock and awe on the faces of people she had known all her life.

It was only when she saw her eldest sister's features twisted with anger, resentment and a terrible jealousy that Ash began to understand she was now separated irrevocably from all she had once known and loved.

That was many years ago, but Ash still remembers it like yesterday. She may rule a principality and pilot a warstrider, but she still thinks of herself as a hard-rock miner's daughter. And she keeps in mind that not everyone loves the Exalted, especially in the cold North.

Attributes: Strength 3, Dexterity 4, Stamina 4; Charisma 4, Manipulation 2, Appearance 3; Perception 4, Intelligence 5, Wits 3

Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 2
Virtue Flaw: Red Rage of Compassion

Abilities: Archery 4 (Flame Weapons +1), Athletics 3, Awareness 3, Bureaucracy 1, Craft (Air) 2, Craft (Fire) 4, Craft (Water) 2, Craft (Magitech) 5, Dodge 3, Integrity 5, Investigation 1, Linguistics 3 (Native: Skytongue; Others: Old Realm, Forest-tongue, Riverspeak), Lore 5, Martial Arts 4 (Fighting in Armor +1), Occult 4 (Alchemy +2), Performance 4, Presence 5, Resistance 5, Ride 1, Stealth 1, Survival 3, War 1 (Solo Unit +2)

Backgrounds: Ally 3 (God of Raptors), Ally 5 (Warstrider AI), Arsenal 4, Artifact 5 (Royal warstrider), Artifact 5 (Flight system), Manses 5, Panoply 4, Savant 4, Wealth 4

Charms --
Excellencies: Archery (1st, 2nd, 3rd), Craft (1st, 2nd, 3rd), Integrity (1st, 2nd, 3rd), Lore (1st, 2nd, 3rd), Martial Arts (1st, 2nd, 3rd, Infinite Martial Arts Mastery), Occult (1st), Performance (1st), Presence (1st, 2nd, 3rd), Resistance (1st, 2nd, 3rd)
Archery: Essence Arrow Attack (Righteous Judgment), Flashing Vengeance Draw, Solar Flare Methodology (Plasma tongue repeaters, costs 5m, 1 wp)
Craft: Crack-Mending Technique, Craftsman Needs No Tools, Design Beyond Limit, Durability-Enhancing Technique, Holistic Miracle Understanding, Object-Strengthening Touch, Peerless Paragon of Magitech, Wonder-Forging Genius x2
Integrity: Integrity-Protecting Prana, Lion's Roar Recovery, Phoenix Renewal Tactic (Compassion), Righteous Lion Defense (A Fair Folk-proof Creation), Shedding Infinite Radiance
Lore: Chaos-Repelling Pattern, Harmonious Academic Methodology, Immanent Solar Glory, Legendary Scholar Curriculum, Terrestrial Edification Program
Occult: Spirit-Detecting Glance
Performance: Respect-Commanding Attitude
Presence: Enemy-Castigating Solar Judgment, Searing After-Image Passion (Motivation: Fix a broken world)
Resistance: Adamant Skin Technique (Conviction Flaw), Durability of Oak Meditation, Essence-Gathering Temper, Iron Skin Concentration, Spirit Strengthens the Skin

Martial Arts --
Righteous Devil Style: Blessing of Righteous Solar Spark, Blossom of Inevitable Demise Technique, Cloud of Ebon Devils, Kiss of the Sun Concentration, Lightning Draw Stance, Phantom Flamebolt Prana, Righteous Devil Form

Thaumaturgy --
Art of Alchemy: Adept Degree, all Procedures that use the Craft Ability.

Join Battle: 6

Attacks --
Punch: Speed 5, Accuracy 9, Damage 3B, PDV 5, Rate 3
Kick: Speed 5, Accuracy 8, Damage 6B, PDV 3, Rate 2
Clinch: Speed 6, Accuracy 8, Damage 3B, PDV - , Rate 1
Exceptional Hook Swords: Speed 5, Accuracy 9, Damage 7L, PDV 6
Plasma Tongue Repeaters: Speed 5, Accuracy 12, Damage 10L, Rate 2 (one in each hand), Range 20

Soak: 6L/13B (Synthetic leather coat, +5L/8B)

Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incapacitated

Dodge DV: 9 (Hearthstone bracers +3)

Essence: 6
Personal: 25/25
Peripheral: 63/69 (10 of these motes come from Immanent Solar Glory and can only be restored by demonstrating leadership)
Committed: 6

Willpower: 7

Flaws: Code of Honor (3) -- Ash is honest to a fault and will not lie to, steal from, or betray people who are not actively her enemies.

Enemy (3) -- The raksha lord Ash and Thunder defeated and drove away...but did not destroy. Duke Chanis is now the ruler of the Silver Clouds freehold, and he has never forgotten the loss of his splendid army, or his humiliation at the hands of a mere child.

Equipment: Fuel bolt launcher (mounted on Thunder), plasma tongue repeaters, warstrider shock ram, synthetic leather clothing for lab work, badass long coat, steel swords, forge-hand gauntlets, clockwork automaton, pectoral of resplendent speech, various kinds of cool goggles (precision, Essence-scrying, etc), portable geomantic recharger, translation crystal, hearthstone bracers, resplendent personal assistant, hearthstone compass, fire pearls, hearthstone to her factory-cathedral, hearthstone amulet, flaw scanner, perfected boots.

Ash also holds the hearthstones to the five manses that power her factory, though they have no powers other than designating her the "hearthstone bearer" for the purposes of controlling their geomantic relays.

BPs: Craft – Magitech 5 (2), Integrity 5 (2), Lore 5 (1), Occult 4 (1), Resistance 5 (2), Ally 3 (2), Ally 5 (2), Artifact 5 (2), Artifact 5 (2), Manses 5 (2), Stamina 4 (4), Conviction 3 (1), Essence 5 (7), Willpower 7 (2), Art of Alchemy 2 (8), Craft - Water 2 (1)

XP: Performance 4 (5), Presence 4 (5), Terrestrial Edification Program (8), Essence 6 (45!), Infinite Martial Arts Mastery (8), Presence 5 (7), Searing After-Image Passion (8)
 
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Spring Thunder Over the Mountains
Artifact 5

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(Because what more perfect exemplar of a blue-collar Super Robot can you think of?)

Spring Thunder Over the Mountain is a Sunhawk-class royal orichalcum warstrider, twenty-five feet tall and weighing four tons. More than five centuries old when he and Ash first met, the ancient war machine is fully sentient, possessing clear memories of previous owners as well as a full complement of powerful Charms it can use to aid its pilot.

All those years trapped underground, however, have left Thunder excessively lonely, not to say clingy. It (or “he’’ as the warstrider prefers) frequently contacts Ash telepathically about less-than-important matters, often at the least opportune times. He sometimes displays jealousy towards others Ash confides in, and is contemptuous and dismissive of the capabilities of other powerful artifacts, a failing which may have unfortunate consequences for them both.

Attributes: Strength 0/16, Dexterity 0/2, Stamina 0/24; Charisma 2, Manipulation 1, Appearance 3; Perception 3, Intelligence 3, Wits 3

Virtues: Compassion 2, Conviction 2, Temperance 2, Valor 3

Charms --
Donning Spiritual Armor: Thunder can augment the ridiculously high soak of his exoskeleton even further. When the AI spends 5 motes of Essence, the bashing and lethal soak of the warstrider increase by 5. Additionally, Ash and Thunder are protected from all environmental dangers such as excessive heat and cold, as if Ash had used the Hardship-Surviving Mendicant Charm.
Essence Bite: For 3m, Thunder can add to the damage he and Ash can inflict on a standard Martial Arts attack, charging his mighty fists with damaging Essence. During the scene in which the Charm is active, roll 6 dice every time the warstrider successfully strikes a target in hand-to-hand combat. Each success adds one die to the damage pool, and all that damage is lethal.
Measure the Wind: Spring Thunder is skilled at evaluating his opponents. By spending a single mote, he immediately becomes aware of the Essence score and type -- mortal, god, Exalted, ghost, etc. -- of every being within 5 yards. With a successful reflexive Wits+Perception roll, he may also detect hidden creatures.
Spirit Cutting: Being immaterial is no defense against Thunder. This Charm functions exactly like the Solar Charm.
Tracking: By spending 5 motes of Essence, Spring Thunder may find lesser enemies easily. Roll 5 dice with a difficulty equal to the Essence score of the being pursued.
Uncanny Prowess: Thunder can spend 2 motes to add 3 dice to any single Dexterity roll the warstrider makes, from blasting a foe to tearing down a wall.

Attacks --
Punch: Speed 5, Accuracy 9, Damage 19B, PDV 5, Rate 3
Kick: Speed 5, Accuracy 8, Damage 22B, PDV 3, Rate 2
Flame Projector: Speed 6, Accuracy 9, Damage 12L (Piercing), Rate 1 (5), Range 20
Fuel Bolt Launcher: Speed 6, Accuracy 9, Damage 18L, Rate 1 (3), Range 30
Warstrider Hook Swords: Speed 5, Accuracy 8, Damage 22L, PDV 6, Rate 3

Dodge DV: 5 (Uses Ash's Essence) / 10 (when in flight)

Soak: 28B/L/A (Orichalcum armor, +26B/L/A, Hardness 13B/L)

Essence: 3
Essence Pool: 30

Willpower: 5
 
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Heaven's Hammers
Solar Manse 5

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Ash's manse is set into the very top of a small mountain (locale will depend on where the story takes place) and partially inside it. Tunnels stretch from the lower levels deep into the mountain's core, like roots running down into the earth. When the sky begins to whiten with the first light of dawn, the mountain splits open and the great factory-cathedral rises out, unfolding more and more as the Sun touches it, until the bright light of morning finds it fully extended and ready to commence operations. When the last rays of sunlight vanish below the horizon, the building slowly folds up again and sinks back into the ground.

In its heyday, this factory-cathedral was not a favorite of the Exalted. Aside from the fact it mostly produced tools and weapons that could safely be used by mortals (it was the East's second-largest consumer of yellow jade), its other main specialty was repairing badly damaged items. In the Era of Dreams, with progress carrying humanity ever further and new innovations emerging every day, a repair depot seemed...backwards-thinking. At least, until a Solar's cherished weapons and shiny toys broke. Then they willingly paid Ash's exorbitant prices to fix them.

Mortals could also apply to have their artifacts repaired, and for a much lower price. They could also sign up to take courses in magic and science at the factory-cathedral, and advanced students could attend classes in theology and history that presented a far more honest picture of Yu Shan and the Exalted than many Solars would have liked. Mend, the Unconquered Sun had told Ash, Teach, and she did her best to obey his command.

When operating at full capacity, Heaven's Hammers has the powers listed on page 78 of Oadenol's Codex, plus a central Control Room, Archives (containing artifact templates, designs for mundane items, alchemical formulas and the like), integrated artifacts such as an Essence Forge and an Essence Scriber, a force of four-armed golden automatons who chant hymns to the Unconquered Sun with every blow of their hammers, and a sweet-voiced AI (called "Ammy" -- picture the cutest anime version of Amaterasu you can imagine) who is capable of running the entire factory by itself.

However, the demesne the manse caps, though powerful, is not quite powerful enough to fuel all these wonders by itself, so it also draws power from five Terrestrial-aspected manses arranged around it in a mandala pattern. For Heaven's Hammers to get up and running again, each of the lesser manses that relay Essence to it must be activated and brought online. In the Age of Sorrows, who can say what state they might be in, or who might control them?

The hearthstone of Heaven's Hammers, when the manse is at full power, is a Solar-aspected version of a Firebird Gem (Oadenol's Codex, p. 94). With the factory-cathedral in shutdown mode and its geomantic nexus deactivated, the hearthstone's power is also significantly reduced, functioning as a Gem of White Heat (OC, p. 94).

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Ash's other hearthstones are a Jewel of the Master's Forge (as the Jewel of the Master's Hand, OC, p. 90, except the primary bonus is to Fire rather than Earth) --
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--and a Stone of Mending Flaws (OC, p. 99), from a small Manse in Denandsor where she practiced her other passion: making and repairing musical instruments.

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XZ2000
Artifact 4?

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In the First Age, Model XZ2000 served Ash as a mixture of steward, chauffeur, production assistant, and bodyguard. She left the automaton behind to keep an eye on her palace when she entered cold sleep. That palace (and most of the First Age city she ruled) no longer exists, and for the past two millennia XZ2000 has wandered Creation. Lacking clear orders from an authorized user, it spent most of that time serving as mercenary or technician, trading its battlefield prowess and skill with First Age devices for the spare parts it needed to keep operating. Over the past few centuries, however, its programming has slowly evolved to the point of self-awareness, and it has even developed (mechanical) Virtues.

With sentience, however, came understanding that new orders were unlikely ever to come, and that it was an outdated piece of technology in an Iron Age civilization. Furthermore, many of the employers it had served were irrational (and hence inefficient) beings whose cruelty had led to much destruction without a net gain for Creation. These facts led to a profound sense of ennui, and the automaton has grown more and more decrepit-looking over the years. If it were possible for a machine to drink, XZ2000 would be a raging alcoholic.

Attributes: Strength 3, Dexterity 3, Stamina 7; Charisma 2, Manipulation 2, Appearance 2; Perception 3, Intelligence 3, Wits 3

Virtues: Reception 4, Transmission 3, Stability 2, Power 3

Abilities: Archery 3 (Crossbow +1), Athletics 2, Awareness 3, Craft (Air) 2, Craft (Fire) 2 (Blacksmith +1), Craft (Earth) 1, Craft (Magitech) 3 (Automata +1), Dodge 3, Etiquette 1 (Interacting with Solars +2), Integrity 5, Linguistics (Native: Old Realm; Others: Skytongue, Riverspeak) 2, Lore 1 (First Age +2), Medicine 1 (First Aid +1), Martial Arts 3 (Grappling +1), Melee 3 (Pike +1), Occult 1, Presence 2 (Intimidation +1), Resistance 5, Ride 2 (Small First Age Vehicles +1), Sail 2 (Flying Vehicles +1), Stealth 2 (Ambush +1), Survival 1, War 3

Soak: 10L/12B (Metallic construction, 7L/5B.)

Health Levels: -0/-0/-1/-1/-1/-2/-2/-2/-4/-4/-4/Incapacitated

Dodge DV: 4

Willpower: 8 (0 against Ash)

Essence: 2

Notes: Other than a few slight differences in dice pools, XZ2000 has the same operating parameters as a Brass Legionnaire (Wonders of the Lost Age, p. 103-104). Though he has evolved into a sapient being, he must obey his creator and anyone else who knows his command codes, which may cause him much distress (in a robotic fashion) if this fact is used against him.
 
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Whiteflowers
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Ash's Lunar mate was a deceptively mild-mannered Waning Moon whose upper-crust mannerisms -- and upper-class twit appearance -- hid a sharp mind and nerves of steel. Even among the Exalted, few knew how many dangerous investigations he had undertaken on behalf of Queen Merela and other luminaries. (For further details, watch an episode or two of Campion.) Their relationship was affectionate but platonic -- her extreme youth at the time of her Exaltation made her off-limits in his own mind, and by the time Ash was old enough for the situation to change she had come to think of him as a big brother figure. He didn't want to seem like a creep, so he maintained a strictly hands-off attitude. (For her own part, she thought he was gay.) He keenly regretted this at times, but not for the wide world would he have done anything to damage her trust in him, or make her less comfortable in his company.

Whether Whiteflowers is still alive, and if not, whether his reincarnation remembers anything, is up to the Storyteller.
 
Allies
Yesryk - Ally 3

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The Eastern God of Raptors, Yesryk was a minor figure in the First Age, of interest only to those few Exalted and mortals who pursued the art of falconry, and to a handful of artificers who studied the flight of falcons in order to improve their own flying machines (the design of the warbird owes a great deal to such research).

Between the flight-loving Ash and the swift-winged hawk god was something more, however, and one of the few things that could tempt Ash to fly with an artifact less...body-concealing than Spring Thunder. High in the sky, they flew, far from the sight of mortals or Exalted, with only the clouds and the Sun to see what they did there.

In the Second Age, with much of the East's population depending on hunting for subsistence, Yesryk's role has become significantly more important. He is now the God of Arboreal Hunting as well, with jurisdiction over any hunt conducted in or from the East's great trees. Though his new duties have brought him more respect and worship, he is unhappy with with his position in the Terrestrial Bureaucracy.

Ever since Grala, Goddess of Eastern Hunting Beasts, assassinated her superior Tleny and took his place as Creation's chief hunting god, Yesryk feels the role of hunter has been degraded. Grala's shady ascent to power has led her to cultivate disreputable sources of worship, including some of Creation's most infamous assassins. This conflation with human murderers, Yesryk thinks, distorts what it truly means to be a predator in a natural ecosystem. He wants to depose Grala and see her replaced with a more honorable god...preferably himself.

To this end, he has been slowly building a power base that will allow him to take on Grala and her sister Caltia, the Goddess of Halta. His God-Blooded descendants now rule the small kingdom of Shandir Woods, and he has been doing his best to encourage his own worship among the hawkmen of the East. His cult is tiny compared to Grala and Caltia's and Shandir Woods a mere satellite of mighty Halta...but he is looking for more allies.

Yesryk can appear as a tall and muscled hunter, a giant hawk big enough to prey on wild boars, or an eight-foot hawkman. Whatever form he takes, he has bright copper feathers: as a human, they often appear as a headdress or wound through his long braids.
 
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Current Equipment List (will change over time) --

Artifacts (Panoply):
Aegis-inset amulets (1 pt)
Skin-mounted amulet (2 pts)
Hearthstone bracers (2 pts) 4m
Echo jewel (1 pt) 1m
Precision goggles (2 pts) 1m

Essence Committed (at present): 6
 
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Charms I'm trying to choose between:

Infinite Archery Mastery
Phantom Arrow Technique
Rain of Feathered Death
Infinite Martial Arts Mastery
Phoenix Flies on Golden Wings Attack
Temptation Resisting Stance
Elusive Dream Defense
Sun Queen's Radiance

Phantom-Conjuring Performance
Demon-Wracking Glory (requires raising Performance to 5)
Searing After-Image Passion (requires raising Presence to 5)
Divine Transcendence of Resistance
Ruin-Abasing Shrug
Divine Transcendence of Craft
The Art of Permanence
 
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