Khutulun of the Dawn

Esbilon

Seven Thousand Club

  • Name: Khutulun
    Caste: Dawn
    Anima: A golden stallion springing forth, unfettered and unstoppable.
    Concept: General and mystic
    Motivation:


    Appearance


    Background
    The first wild horses were born in the area between the Gray River and the Inland Sea, in what became the Beloved of Daana'd and Sextes Jylis Province. Nothing wild can live there, the Exalted have entirely tamed the province, and so the horses and the humans whose lives depend on them have travelled north along the great rivers and found peace, for now, between the Frost Lake and the Blackwater River. In the, comparatively wild, North, there is room for ranging, and room for wildness. It was here that Khutulun was born to the fourth wife of the khan of her tribe.

    Many years later when she was one of the Exalted Host, she would maintain relations with her old tribe, a tribe which enjoyed considerable prestige, but it has not been uplifted to the degree many expect for the birthplace of a Dawnbringer. Khutulun prefers it this way, when she goes home once in a while, it is as a human without the trappings or comforts of civilization. She finds that it keeps her grounded, keeps her human while she sees her fellows drift further and further from their people.

 
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Raise the Elemental Legion
(Source: Maeso Mateo on the now defunct Exalted Wiki)
Adamant Circle Sorcery Spell
The most powerful and terrible Solar warlords of the First Age use this spell to rise an army worthy of their might. This spell was often a reason of jealously among the Dragon-Blooded, who see it as a corruption of their purpose.
The sorcerer must make a special object before casting this spell which must be made of a single Magical Material (Resources 5) and alloy it with the sorcerer’s blood (5 lethal health levels of damage). This object must be a symbol of rulership for the sorcerer, usually a scepter or a crown.
The sorcerer then can cast this spell as a long ritual lasting 15 minutes per Magnitude summoned. He can summon a unit of up to (Essence) Magnitude, and must commit 5 motes per Magnitude. This is a Shaping effect. Once he finished, the ambient essence and local least gods start forming a legion at the service of the character using the nearest source of appropriate element. They have the appearance and behavior of the sorcerer’s dreamed army, a reflection of his own desires. They elemental and magical nature is Obvious can cannot be hidden.
This can only create an army if there is enough appropriate element near for the least gods to posses. This is as follows:
*Blue Jade: air, ice, thunder, etc.
*White Jade: earth, stones, metal, etc
*Red Jade: fire, lava, etc.
*Green Jade: wood, grass, flowers, etc.
*Black Jade: water, steam, etc.
*Orichalcum: sunlight.
*Starmetal: starlight.
*Moonsilver: moonlight.

The Legion has the basic stats of an Elite Soldier except as follows:
*The elemental soldiers are considered automatons and have automaton psychology (no Virtues).
*They understand (but cannot speak) Old Realm and the native language of the sorcerer.
*Willpower 10 (0 against the sorcerer)
*Drill 5.
*They are tireless, so no Endurance is needed.
*They have a Might equal to (Sorcerer’s Essence/2), rounded up.
*They never fail a Morale check.
*They have any non-artifact weapon and armor the sorcerer’s know, but this equipment benefits from the Magical Material bonuses appropriates for their element.
*They are always extras.

Also, every Magical Material gives one additional power to the soldiers:
*Blue Jade: the unit can fly at their normal movement.
*White Jade: the unit is immune to knockdown or knockback.
*Red Jade: the unit deals (Might) additional levels of lethal damage, which is soaked separately.
*Green Jade: the unit heals (Might) heath levels of damage per turn (once a Magnitude point is lost, it cannot be regained with this effect).
*Black Jade: the unit can move freely under water and can walk upon it.
*Orichalcum: the unit deals Aggavated damage against Creatures of Darkness (this is a Holy effect).
*Starmetal: the unit is Outside Fate.
*Moonsilver: the unit is immune to Wyld influence and Shaping effects as a tattooed Lunar.

The sorcerer can choose to summon horses (or any other non-magical mount of similar size) for his troops, but the mounts count for Magnitude calculation. Mounts also add the benefit of Magical Material to their attacks and defenses and have the special power appropriate to their element.
The sorcerer can only maintain one version of this spell at a time. If he wants to create a new Legion or add more Magnitude, he needs to dispel the current unit and start all over again. The sorcerer cannot lose physical contact with the special object or be at more than (Essence x2) miles of his unit, or the spell ends. Otherwise, the Legion lasts until he terminates the effect.
This spell has a great impact in the ambient essence where it’s casted. The geomantic flow in a radius of (Magnitude) miles weakens suffering a reduction of (Magnitude) to the motes that can be recovered. Demesnes and Manses suffer less because they feed on the Dragonlines; losing one mote per two motes of normal reduction (Heartstones lose mote recovery, but retain their special power). This can’t lower the motes to less than zero, but it counts for the recovery phase. The zone recovers one mote per day, and the spell cannot be cast in that place until the geomantic flow is fully restored.
If cast in a Manse or Demesne of correct element in which the sorcerer is attuned to, then he adds its rating to his Essence to calculate the maximum effect of the spell. This spell cannot be used with soulsteel or vitriol tainted Magical Materials.

There is a void necromancy version of this spell, called Chain the Mourning Horde, which works similarly but can only be cast with soulsteel and in the Underworld or in a shadowland at night. This unit deals aggravate damage against mortals and it is composed of Creatures of Darkness.

The Infernal Sorcery version, called Legion of Worthy Minions, is equal to the Sorcery one, except it can only be used with vitriol tainted Magical Materials (except orichalcum, but including soulsteel) and the soldiers are Creatures of Darkness. Using this version of the spell in Creation is a Blasphemy effect.


The Cry That Wakes The World
Speed: 5
Accuracy: +3
Damage: +11L/4
Defense: +3
Rate: 2
Tages: 2, O, R
Attunement: 10
Cost: 5

This orichalcum Grand Daiklave has three Hearthstone slots, and as a Holy effect, it deals Aggravated Damage to Creatures of Darkness.

At the start of a battle, the wielder may reflexively commit 5m and cause the sword to light up as a solar anima at the 10 mote level. When it shines thus, all those who participate in the battle count it as a scene spent building an intimacy of respect to the bearer. Heroic characters can resist this at the cost of 1 wp.
Extras who are not Creatures of Darkness and participated in the battle (regardless of side) also gain an intimacy to having participated in it. E.g. "We are veterans of the battle of the Red Cliffs, that bond makes us brothers even if we were on opposing sides." Once an Extra has accumulated three such intimacies, they re combined into a single Intimacy that covers the entire war.

In Mass Combat, the wielder of this sword may take a speed 5 miscellaneous action and spend 10m to designate all units led by a Creature of Darkness or composed primarily of Creatures of Darkness as common threats. She then rolls Charisma + War and adds a number of automatic successes equal to her highest virtue. This constitutes a social attack against every unit involved in the battle which are not designated a common threat. Any unit that fails to resist this social attack suffers an Unnatural Compulsion to do their best to engage a designated unit of their choice. This effect lasts for a number of actions equal to the wielder's Essence can be resisted at the cost of 2 wp. A unit that resist this effect is immune to further activations for the rest of the scene.

In regular combat, the wielder may likewise take a speed 5 miscellaneous action and pay 10m to designate all Creatures of Darkness as common threats. This works completely equivalently with the Mass Combat use.


Speeding Falcon Action
Cost:
2m (3m)
Mins: Awareness 2, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Awareness Excellency

The Lawgiver need not think to act. After invoking this Charm, the Solar adds (Essence) automatic successes to his Join Battle roll.

The Solar Exalted show their prowess in all arenas. A Lawgiver with Essence 3 or more may reflexively spend one additional mote to apply the benefit of this Charm to a Join War or Join Debate roll.

Glorious Totemic Leadership
Cost:
10m, 1w
Mins: War 5, Essence 4
Type: Simple
Keywords: Combo-Basic, Obvious, War
Duration: One Scene
Prerequisite Charms: Any War Excellency, Heroism-Encouraging Presence

The solar's anima banner flares to its full totemic glory and spreads to encompass the unit she is leading. The totem lends its strength to the unit and the members of the unit emulate the unity it symbolizes.

For the duration of the charm, the unit counts as having (Essence x 2) additional Relays gains a bonus to its Might rating of (Essence/2) round up.

Celestial Tiger Edification
Cost
: -
Mins: War 5, Essence 5
Type: Permanent
Keywords: Obvious, Training
Duration: One Week
Prerequisite Charms: Legendary Warrior Curriculum

The Solar’s Tiger Warrior Training Technique is permanently enhanced by her greater enlightenment. The Solar may now use her instruction to enlighten mortals, granting them the enlightened essence blight (see The Compass of Celestial Directions, Vol. II—The Wyld, p. 148). She also abolishes the 7-dot training cap on willpower and the 4-dot training cap on other traits from Tiger Warrior Training Technique and Legendary Warrior Curriculum; only the age and Essence of her students limits their potential to absorb knowledge at the Solar’s feet. She may also use Tiger Warrior Training Technique to initiate students into the root of the Perfected Lotus and knowledge of martial arts charms, assuming her students are capable of using such magic.

Beloved Sons Countenance
Cost
: -
Mins: War 3, Essence 5
Type: Permanent
Keywords: None
Duration: One Week
Prerequisite Charms: Tiger Warrior Training Technique

The Thousand Correct Actions of the Upright Soldier says "Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death." Taking this lesson to heart, the Solar trains not only the sword-arms of his troops, but also their hearts. A Solar who knows this Charm counts a week of training with Tiger-Warrior Training Technique as a Scene for the purposes of building an Intimacy of Loyalty towards the Solar. The recruits can refuse this Intimacy, but doing so also bars them from benefiting from the Training effect.

If the Solar also knows Celestial Tiger Edification, and uses its power to Enlighten the soldiers' Essence, the Intimacy becomes supernaturally backed and cannot be broken without a Charm.
 
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