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Shadows of the Setting Sun (Main)

Dice System
Exalted 3e
OOC
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Characters
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WlfSamurai

Maelstrom Engineer
Introduction

The Solars return. Yet, a shadow still hangs over Creation. A shadow created by the setting of the Unconquered Sun, centuries ago, when he turned his back on the Lawgivers.

Has he turned his attention back to his Chosen?

1616862715644.jpegWhitewall. The city stands as a monument to the Unconquered Sun himself. Its high white walls originally stood as a testament of faith. Now they stand as both a warning and a challenge to those outside them. While not originally intended as a defense, being many yards thick has helped deter all out war.

One way or another, you are all here, in this city-temple now named Whitewall. The Syndics, the trio of spirits that rule the city as its custodians, have not embraced you. Your presence has tipped the precarious balance they have worked to maintain over centuries.

So, they deliberate in their palace in the Afton section of the city.

While they discuss, you’ve been given quarters in Judge Jokaza Ryst’s manor—for those willing to sleep indoors. You too, Zoya. With your recent Exaltation, they want to keep an eye on you. As part of the “upper crust” of the Whitewall’s population, the Judge’s manor is in Afton, as well.

Meanwhile, in the days that follow, through various means, you become aware of several happenings. It seems the clockwork of Fate has brought you together and set events in motion.

Chapter 1

Setup for Scene 1
To set our first scene, I will give you what you know. This scene will be all together as a great way introduce yourselves. Future scenes will allow for you to split off into groups.

This will be a zoomed out discussion on what you want to do and where we open our first scene. The information provided are things that are actively happening. Understand that choices have consequences and these events will advance as you make choices.

The North is alive with threats and things are now in motion that cannot be undone. You know of several activities:
  • Many of ghost gangs of Marama’s fell have been seen moving east away from the shadowland’s borders.
  • An unknown icewalker tribe was spotted leaving Marama’s Fell’s northern border.
  • Raksha raids have increased out of the northwestern mountains into the nearby villages. Their scouts have been seen ranging as far as workin view of Whitewalls walls.
  • Rune, the Eclipse Caste Solar exile-turned-diplomat has not returned after leaving to engage the White Folk (raksha) in the mountains.
  • It is said The Bull of the North is preparing to cross the White Sea with his people in tow, putting his landfall on the northern shore. This is seemingly more rumor as information traveling so far would be difficult, at best, to acquire.
We had originally talked about you heading into Marama’s Fell. Is that what you still wish to do? And, if so, what are doing there?

Esbilon Esbilon , Epiphany Epiphany , Rykon Rykon , Sherwood Sherwood , D. Rex D. Rex , Random Word Random Word , Teh Frixz Teh Frixz , jaydude jaydude
 
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jaydude

Three Thousand Club
(Given that the main reason he and Mournful Chalice came to Whitewall was to investigate possible undead activity, Makuro will propose investigating Marama's Fell, specifically the ghosts. He'll also be a bit curious about the Bull in the North, considering how much of a key figure the Solar is within the region.)
 
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Teh Frixz

That lady robot
(Being new to the area and the North in general, Aeliana is looking for game and exposure anywhere she can get it. Considering the gut reaction people have to Ghosts, Maramas Fell is a good place to start accruing fame but she’ll keep her eyes and goals on the nearby Raksha raids as it would be an immediate way to score points with the population nearest to her. But again, she’s new to the area and would likely defer for now to the experts on where to go)
 

Rykon

Four Thousand Club
[With the Eclipse caste being supposedly immune to excessive foul play as a diplomat, Toun's first vote would be to investigating Marama's Fell, followed by confronting the Fae. Yurgen is not an immediate concern, but one he will eventually verify. Between the two concerns with the Shadowland, the Icewalker tribe sounds like the best start since they are already across the border of the Shadowland.]
 

Random Word

Two Thousand Club
  • Many of ghost gangs of Marama’s fell have been seen moving east away from the shadowland’s borders.
  • An unknown icewalker tribe was spotted leaving Marama’s Fell’s northern border.
  • Raksha raids have increased out of the northwestern mountains into the nearby villages. Their scouts have been seen ranging as far as workin view of Whitewalls walls.
  • Rune, the Eclipse Caste Solar exile-turned-diplomat has not returned after leaving to engage the White Folk (raksha) in the mountains.
  • It is said The Bull of the North is preparing to cross the White Sea with his people in tow, putting his landfall on the northern shore. This is seemingly more rumor as information traveling so far would be difficult, at best, to acquire.
  • Sigrdrífa feels positively about this option, but barring any stories to suggest the ghosts in question are terrifying enough to make their defeat a feat worthy of legend, she isn't particularly excited.
  • Unless they're the assholes who wiped out Arctic Fox, or a tribe she particularly hates, Sigrdrífa doesn't care about this option. Leading a bunch of Settled Chosen to an unknown band of who knows what totem (who are almost certainly raiding something if they're this far South) just seems like fucking them over for no personal gain.
  • Again, generally positive opinion of this option, but not excited unless there's something to suggest a particularly deadly Raksha is in the area.
  • Sigrdrífa doesn't care, again, unless there's some sign Rune is being held by a Raksha powerful enough to be worth defeating.
  • Unless the tribe that wiped out Arctic Fox is accompanying the Bull and Toun wants to ambush them or something, Sigrdrífa doesn't care where the Bull goes.
Edit: Upon reflection, if asked Sigrdrífa's suggestion would be to go straight into the depths of Marama's Fell, find the biggest, meanest ghosts they can, and destroy them. She isn't here for the villager saving, she's here for the ghost destroying. I think she actually would feel quite positively about the whole Rune-rescue thing, but only because Rune is probably in the stronghold of the local Raksha court, and she wants to go there and wipe them out. She isn't going to be interested in helping Rune negotiate a new treaty with them, or preventing their little hobgoblins from raiding outlying settlements. She wants a shot at the king and/or queen.
 
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D. Rex

Magic Eight Ball
1. Marama's Fell
Anything leaving a shadowlands is of concern. Be they Ghosts or Icewalkers. Between the two, the icewalkers are the closest, and they can be intercepted on the way to deal with the ghost leaving its borders.

By taking out both groups, if possible, or only one, maybe we can get idea on what exactly is going inside the border that caused these groups to leave and whether it is of immediate concern. Charging blindly into a shadowland would not be so wise. As such, Afureru will not be wasting the lives of her men by leading them into Marama's Fell all willy nilly.


However, that isn't to say going in would be unreasonable.

2. Raksha and the Eclipse:
This is of more pressing concern. Given that there are scouts so close to Whitewall. It means they are watching us to make sure we are not going to counter their raids, or they are planning something to or near Whitewall.

Yet we can't ignore their raids on the villages, and it is the most actionable offense against us. And a fellow Solar in potential danger is concerning.


3. The Northern Bull.
Not very good information. And we do not really know whether to be glad or worried. Regardless. It IS an event that we need to know is happening.




Afureru's Proposal

1. We need an idea of what size groups are these Ghosts and Icewalkers. Dozens, or hundreds?

If it is hundreds, bringing the army along will be a good idea.

If only dozens, we can send instead see that the army is equipped with some cold iron and send them to chase of the raksha scouts and move to aid the villages, be it evacuation or chasing off fae if it is safe to do so. And perhaps start looking for news about Rune if he was near the villages.


Either way, the Circle would make its way south, intercept the Icewalkers to see if they are a threat or not, dispatch them if they are, and move on to the Ghost Gangs and deal with them accordingly.

If we learn anything valuable in what is going in inside the shadowlands we can change our plans here's needed.

But otherwise we move to try and chase the Raksha off and help Rune. If we sent the army, we rendezvous with them and see what good they were able to do. It will be a little bit of a trek, each of these matters are worth dealing with.


Regarding the Bull. It is as simple as sending some long range scouts to investigate the likely landing sites on the north coast . We can at least get more reliable word eventually if there are any signs of an army or if it is relatively undisturbed. It would also be wise to set up system where we have scouts keep tabs on the coast should the Bull make landfall.

It may take time given the distance. But it is a much better option than waiting for the random chance of the Bull knocking on our door without being prepared.
 

Rykon

Four Thousand Club
I'll point out just because we make contact with the Icewalkers doesn't mean it must be hostile. If we want a least-harm approach the Lunars could eavesdrop or scout easily enough. Best case, they join our cult and continue on their merry way to wherever they intend to go while giving us a helpful hint of what's going on down where they came from.
 

D. Rex

Magic Eight Ball
I'll point out just because we make contact with the Icewalkers doesn't mean it must be hostile. If we want a least-harm approach the Lunars could eavesdrop or scout easily enough. Best case, they join our cult and continue on their merry way to wherever they intend to go while giving us a helpful hint of what's going on down where they came from.
Indeed. Hence why it would not be too much of an issue to intercept them first. If they aren't a problem, we can pass on by and keeping moving towards the ghosts. Given they are heading in a rough direction towards Whitewall, getting a bead on their intentions could keep us from being surprised if their intentions were nefarious and we chose to ignore them.
 

WlfSamurai

Maelstrom Engineer
So, by my count, we have 3 for ghosts in Marama’s Fell and 2 for the mysterious icewalkers that left the northern border of the shadowland heading north.

Any other opinions?
 

D. Rex

Magic Eight Ball
So, by my count, we have 3 for ghosts in Marama’s Fell and 2 for the mysterious icewalkers that left the northern border of the shadowland heading north.

Any other opinions?
Did we have any information on how many ghosts or icewalkers leaving Marama's Fell? Or just that they are?
 

Teh Frixz

That lady robot
I’m assuming we will have to ask around on that one. Do the Syndics have information on this? Is Whitewall sending out their own scouts? Hard to imagine city leaders sitting back and letting things happen outside the wall without knowing what’s what.
 

WlfSamurai

Maelstrom Engineer
I bet they do. But I’d also hazard a guess they wouldn’t share information with you at this stage. They don’t know they can trust you.

And while you’re free to come and go from Whitewall as you please (mostly because they probably couldn’t stop eight Celestial Exalts), I doubt they count you as friend yet.
 

D. Rex

Magic Eight Ball
I bet they do. But I’d also hazard a guess they wouldn’t share information with you at this stage. They don’t know they can trust you.

And while you’re free to come and go from Whitewall as you please (mostly because they probably couldn’t stop eight Celestial Exalts), I doubt they count you as friend yet.

Because it surely would not be in their best interest to cooperate with some of the greatest destructive forces Creation has known in helping them ensure the security of their city and the destruction of their enemies? I mean, surely they aren't worried at all about offending some of the more notorious Northern exalts. They wouldn't get angry, right?
 

Random Word

Two Thousand Club
If Afureru asks, Sigrdrífa will happily go steal the intelligence reports. Or at least she'll try her best, given she can't read. She might just bring all the scouting reports the city has received in the last year or something. You'll have to explain to her what a report is, and what paper is, but she'll get it eventually.
 

D. Rex

Magic Eight Ball
If Afureru asks, Sigrdrífa will happily go steal the intelligence reports. Or at least she'll try her best, given she can't read. She might just bring all the scouting reports the city has received in the last year or something. You'll have to explain to her what a report is, and what paper is, but she'll get it eventually.
An option Afureru would certainly consider should the Syndics decide to be "aloof" on the matter.

She likely barely understands the politics of Whitewall, let alone much of anything about the Syndics, but that would not matter all that much to her. All she is concerned with is that they may have info, and she doesn't. She is trying to help them, whether they like it or not, and she doesn't appreciate being jerked around. And it would approve their standing in her eyes if they decided to be forthright.


However, a blunt solution, no matter how effective or agreeable Afureru would find it, it is not likely that Zoya would appreciate such behavior. Besides, even if Sig stole the reports, Afureru can't read either. Could even tell you what to look for since she gets her reports verbally.


So perhaps a social solution would be better. No sense in burning bridges, though it might be wise to remind the Syndics of that very same thing. And that they need us much more than we need them.
 
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D. Rex

Magic Eight Ball
Any opinions on if we want to take the army with us or if we want to send them on a lesser task? If it is worth asking the Syndics over.

Afureru will ask herself if need be. (In a not violent or overly aggressive manner. A simple request.)

If no answers, or no asking, Afureru will bring the army. (As well as remember the choices the Syndics made)
 

Rykon

Four Thousand Club
Are the armies able to injure ghosts in a shadowland or the underworld? I'd assume the answer to one is the answer to both.

Edit: Legitimately asking. I don't know if ghosts still fluctuate between material and immaterial in those realms or if perhaps they're always material there.
 
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WlfSamurai

Maelstrom Engineer
Is that something that you'd know, or any of you (genuinely asking)? If so, tell us how you know.

Otherwise, any who have been in or near a shadowland can make an intelligence+occult roll.
 

D. Rex

Magic Eight Ball
Are the armies able to injure ghosts in a shadowland or the underworld? I'd assume the answer to one is the answer to both.
A very good question.

But one that could also be extended to us as well. Can we expect to be able to injure ghosts in the shadowland or underworld? Namely, those of us without any knowledge in the occult or spirit effecting abilities. Afureru, for one, is without any.


These are definitely questions best answered by Mournful Chalice and Zoya. If anybody would know or be able to best know how to go about dealing with the ghost gangs, it would be them.
 

Random Word

Two Thousand Club
'Can ghosts be hit by an axe when in a Shadowland' is a matter of life or death for Icewalkers. The answer is, 'Yes, they can.' Ghosts are material by default inside a Shadowland or the Underworld. Outside a Shadowland they only have to materialize if they want to hit you with an axe.
 

Epiphany

Proverbs 17:9
Virtually all of this feels like OOC conversation since none of this is us actually acting in character.

Chalice has lived in a Shadowland all her life. Yes, ghosts are material in Shadowlands and functionally material in the Underworld. They're also all Essence Wielders and any grave goods they were buried with may exist as deathly copies (or better). In any fight between mortals and ghosts, the ghosts typically win.

Which is where we come in.

Bring blood to lure them, salt to ward or bind them, and bring excellence to kick their asses. Unless we want to cut a deal with them.
 

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