The Wandering Tempest
Books of Sorcery Vol.3, Oadenol’s Codex p.38
The keel of a land ship consists of white jade sandwiched between black jade; the rest of the ship is ordinary wood, forming whatever vessel the artificer desires (but no land ship has ever exceeded 60 feet in length). It must be attuned for 10 motes before it can sail on land. Then, the jade of the keel liquefies the earth and stone around the ship so that the ship can sail through them. Even large trees fl ow around the ship as it sails, though massive forests are very rough sailing. Once past the ship, the earth flows back together and resolidifies, leaving almost no trace. This can harm man-made foundations, but it’s dangerous for the ship to do intentionally: sailing into a stone wall is like sailing into a waterfall, and a capsized land ship can sink into the ground, never to be seen again.
Even when the ship is destroyed, the keel can usually be recovered and used for a new ship. Using Sail Charms with an attuned land ship provides a 2m (minimum 1m) discount.
This ship provides rapid and relatively safe transport across huge swathes of Creation, land and sea, but the sand ships of the Southern deserts sail on land without magic; a land ship merely handles more diverse terrain. A land ship offers great advantages over people who must rely on horseback, though. The mote discount for Sail Charms pushes it from Artifact 2 to Artifact 3. Combining this with the folding ship (see p. 41) might make a decent Artifact 5.
Speed: 15/30mph under sail; 24/50mph under power
Maneuverability: -3S under sail; -1S under power
Cargo: Five passengers and 12 tons of cargo belowdecks, plus up to four tons of cargo lashed to the deck; or 15 passengers and six tons of cargo belowdecks, plus up to four tons of cargo lashed to the deck.
Health Levels: Ux15/Mx10/Cx10/Ix5/D
Weapons: None; varies
Gracious Protector of The Wandering Tempest
Books of Sorcery Vol.4, Roll of Glorious Divinity p.39
Everything of Creation has a god to watch over it, be it a stalk of wheat or a pebble on the road. Most of these gods are single-minded beings, with divine influence limited in scope to single thing. These tiny gods are tasked with the care of a particular object or plant of little import to Creation except in conglomerate. If such an item becomes important to the destiny of the world, then the least god is sure to gain a promotion and become something greater. Barring such an unlikely event, however, the least god usually spends its existence sleeping within its charge, emerging to check on it periodically.
The least god rests within the plant or object that is its domain or spends its time investigating the thing’s current condition. An Exalt using a Charm such as Spirit-Detecting Glance may catch a glimpse of a sword’s god checking its edge before a battle or the god of a rose fretting over the slow expiration of its perfumed petals.
The appearance of least gods varies, but they are generally attractive creatures with features given to their particular role as caretaker. The god of a grain of rice might appear as a miniscule rice farmer, while the god of a napkin may be a shimmering silkworm. It is possible to converse with a least god, but its thoughts are limited to the specifics of its domain. Least gods are unlikely to notice anything outside of their charge, and questions about such events are usually greeted with shrugs or blank stares. Even should it possess such knowledge, the least god is likely to bargain for the care of its charge in exchange.
Wise Exalted recognize that even least gods can have value. The intimate knowledge the god possesses, combined with its great willingness to exhaust an audience with such details, grants a -1 difficulty to Craft rolls to repair or care for the thing in question. In addition, methods exist by which one may increase the power of a god, and Exalted crafters sometimes seek to improve the least god of an artifact in order to increase its power.
Sanctum: A least god does not have a sanctum. A least god typically slumbers peacefully dematerialized within its object or plant.
Motivation: To watch over the thing that is the god’s domain.
Attributes: Strength 1, Dexterity 1, Stamina 2; Charisma 2, Manipulation 1, Appearance 3; Perception 2, Intelligence 2, Wits 1
Virtues: Compassion 1, Conviction 2, Temperance 1, Valor 1
Abilities: Awareness 1, Craft (Ships) 2, Investigation 1, Linguistics (Native: Old Realm) 0, Lore 1, Occult 1, Survival 2
Hurry Home—The least god immediately returns to its domain. A least god will reflexively employ this Charm if the least god ever loses contact with its charge. Most of a least god’s activities are performed solely with its immaterial form or its limited natural thaumaturgy. Occasionally, a least god may have an additional Charm or two, but beyond that, the god ceases to be a least god and becomes something greater. The Charms of a least god cannot affect anything outside of its domain.
Materialize—not sure how much it costs…
Others—other charms relating to aiding in bolstering and repairing the ship.
Join Battle: 2
Punch: Speed 5, Accuracy 2, Damage 1B, Parry DV 2, Rate 3
Kick: Speed 5, Accuracy 1, Damage 4B, Parry DV –, Rate 2
Clinch: Speed 6, Accuracy 1, Damage 1B, Parry DV –, Rate 1
Health Levels: -0/-1/-1/-2/-4/Incap
Dodge DV: 1 Willpower: 3
Essence: 1 Essence Pool: 25
Other Notes: None
Novitiate Progenitor of Solicitous Zeal
Books of Sorcery Vol.4, Roll of Glorious Divinity p.41
Masks are relatively weak gods that exist primarily as empty faces—or at least, they start out that way. Most masks come into being near shores when mortals gaze upon their own reflections and leave an impression of their souls in the water. This might happen because a mortal has a great destiny, or because she was experiencing a strong, profound emotion. Whatever the reason, this shapes the mask. Over time, masks grow, increasing in stature, eventually becoming fully humanoid over the course of centuries.
Each mask has a distinct personality, shaped by the mortal who created it—one created from grief will be morose or cynical, while one born from wrath may be vengeful. Whatever the basic personality, all masks are social and seek the company of humans or gods. Most have some gift at prophecy—not something they do deliberately, but the future can be seen and heard in their actions and words, at least to one who knows how to interpret. Masks themselves seem to be initially unaware of this gift, but most become aware of it over time.
Fully grown masks look human in outline and have mostly human features (two eyes, a mouth, a nose, two arms, two legs, etc.). They don’t perfectly resemble humans and are clearly identifiable as little gods. Masks are gods intended to record and influence human social groups—the Primordials originally created masks as a means of encouraging and maintaining worship among mortals. To this end, masks were given tools and powers that they could use to present omens and portents that would encourage humans to take actions the Primordials desired. During the Primordial War, the gods responsible for managing masks as well as most masks were killed, releasing their Essence into Creation. Mask Essence reforms around human reflections and strong emotions. Some of this Essence was elementally tainted and seized by the remnant of Oceku, and this was the genesis of the water children (see pp. 130-131). Every water child created is a mask that might have been created but wasn’t. Thus, masks are much less common now than they were before the Primordial War.
Many lords and merchants exploit masks’ desire for company in order to gain access to their prophetic insights. They find it relatively easy to earn the masks’ trust and keep them around. After that, it’s merely a matter of finding someone who is sufficiently skilled in the occult to interpret the mask’s subtle omens. Of course, those lords and merchants take the risk that a given mask may not have prophetic abilities. Some choose a more risky path of trying to abduct a mask with proven ability. Some masks (whether they have prophetic abilities or not) try to capitalize on the perception of their prophetic powers to live lives of high comfort. Considering their reputation, this isn’t really that difficult. Some masks have even used this perception to bring powerful mortals to ruin—usually on behalf of someone else.
Domain: A mask’s domain is composed of the humans around it. This can and does vary on a regular basis, as a mask who visits a teahouse has all the mortals in the teahouse as a domain, but when it returns to the prince’s palace, all the mortals in the palace become the mask’s domain. Masks are gods of human social relationships.
Sanctum: Masks are fragile creatures, and rarely have sanctums of their own. They find the creation of sanctums arduous, as existence Elsewhere separates them from their domain.
Motivation: Learn about mortal culture.
Attributes: Strength 2, Dexterity 4, Stamina 2; Charisma 4, Manipulation 4, Appearance 3; Perception 3, Intelligence 2, Wits 3
Virtues: Compassion 3, Conviction 2, Temperance 2, Valor 2
Abilities: Athletics 2 (Swimming +3), Awareness 3, Dodge 3, Integrity 3, Linguistics (Native: Old Realm; Others: Local languages) 2, Lore 1, Martial Arts 3, Occult 3, Performance 3, Presence 3, Socialize 5
Backgrounds: Allies 3 (Local Mortals or Gods), Influence 1, Mentor 2 (Mortal Patron or a Powerful God), Resources 3
Essence Plethora (x1)
Foretell the Future
Harrow the Mind
Materialize—Costs 40 motes
Measure the Wind
Mirror of the Infinite Wardrobe—Human forms
Sheathing the Material Form—+2L/+4B against humans (including Exalted)
First (Ability) Excellency—Dodge, Presence, Socialize
Join Battle: 7
Punch: Speed 5, Accuracy 8, Damage 2B, Parry DV 5, Rate 3
Kick: Speed 5, Accuracy 7, Damage 5B, Parry DV 3, Rate 2
Clinch: Speed 6, Accuracy 7, Damage 2B (P), Parry DV –, Rate 1
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-4/Incap
Dodge DV: 5 Willpower: 6
Essence: 2 Essence Pool: 60
Other Notes: None