So, this was a thread I started on the old forum a while ago to share my own expansions to the Realm of Brass and Shadow as a setting beyond what is in its fantastic Compass. I put it on the back burner when the 3rd Edition Kickstarter dropped because at the time we all thought the new edition was right around the corner. I want to pick it up again. Comments, ideas, and constructive criticism VERY WELCOME.
First the return of some of my earlier material....
General Topography:
The body of the Great Maker is a vast alien environment, and like all Primordials, a cosmic frame of reference unto itself. It does not adhere to some external "down" outside the outer wall of the Pole of Smoke. Many of the machine organs are gravitational bodies unto themselves, things upon and within them falling toward their center, or some other internal point or surface as demanded by function. Conduits running through the maker's body may serve as 360 degree planes of gravity around its outer, or in some cases inner, surfaces - while in other cases Conductors have discovered that gravity within the conduits pulls "down" toward the destination of the transmitted substance within. The floors of hallways and chambers may serve as planes of gravity sometimes perpendicular to one another - as is also common with the surfaces of the vast gears slow turning each other through the Maker's body. By design, the Pole of Smoke universally falls outward so as to act as a basin collecting waste from above, while in the Pole of Oil, all falls away from the outer wall, so as to better draw oils into the Pole of Metal below. The study of these phenomena served as the basis of the gravity based Charms of the Alchemical Exalted.
While Autochthon sleeps, his body counts as terrain for the purpose of Shaping effects. This makes areas more vulnerable, but the whole more secure (as he can't be targeted as a singular entity). Any Charm with the Blasphemy Keyword, as well as any Third Tier Sorcery or Necromancy is guaranteed to elicit an immune response from his systems. Lesser effects tend not do so, but theoretically could trigger an automatic response if the system they are targeting is very important.
Despite how alien these features (in addition to everything described in the Compass) would be to people from Creation (or our world for that matter) - it is important to stress that unlike the worldforms of certain other Primordials (Malfeas for example), Autochthonia adheres to the understood three spatial directions. There are a few areas where they bend perhaps (chambers larger within than should be possible based on their outer scale - as applies to the worldform as a whole when he is in the external reference frame of a place like Creation; as well as "Sanctum space" of places like the Poles of Lightning and Steam, which operate not unlike Yu Shan in Creation, being semi-omnipresent Sanctums that interface with the other space through specific gate conduits), but at no point do concentric spheres have outer borders all being surrounded by the same location, or any maddening nonsense like that.
The sanctum-organs of the Divine Ministers are anomalies that fall into the aforementioned category of bended space. Like many Third Circle Deva, the Divine Ministers co-exist not just as humanoid aspects, but as far greater spirit forms/locals as well. To one who is not a studied savant in such matters, these can be thought of simply as their Sanctums, and they do serve the purpose of great divine immaterial citadels. They are more than that though. Each one is as much the Divine Minister in question as their more human-scale manifestation - just as Ligier is both the Green Sun and the four armed smith. In addition, each one is a machine organ and part of the Great Maker's systems, just as the dual-state organs of his worldform jouten, and the purely material parts he has incorporated. Where they bend the normal rules of space within the Maker, is that just as the five offices of the Bureau of Destiny co-exist across Yu Shan AND surrounding the Loom of Fate through its weaving of reality - so to do the citadels of the Divine Minister co-exist throughout his Poles AND surrounding the Godhead (on the most outer reaches of the great torus chamber) by grace of the Design.
Runel: The Cloud Gardens. Located in the Pole of Steam, these pristine bodies of cool clouds amongst the pole's boiling torrents serve as a small utopian refuge for lifeforms beloved of Runel - Autochthon's Compassion. Even a small community of humans have been blessed as cloud walkers to live here and tend Runel's gardens. A strange people untouched by the outside world for millennia, they are utterly ignorant of the concepts of violence or sufferings.
Kek'Tungsssha: The Birthing Forge. A massive factory cathedral sanctum in the Pole of Metal near the floor of the Pole of Oil (no where near Loran). Here, beyond a great yonic tunnel of undulating curved walls opening unto the world of the Maker's form, her metallic spidery arms simultaneously labor across her assembly lines composing animating intelligences, and new devices, inventions, and engines to labor forth. Upon the great anvil and bed of love at the Forge's center, Kek'Tungsssha labors endlessly toward her greatest masterpiece - the conception of a Progenitor Subroutine.
Debok Moom: The Sixfold Battlements Array. The six military structured expanses, square in boundary, are located at strategic locations through the Pole of Metal, far from the Eight Nations. Simultaneously they coexist together in the Core's torus chamber, all touching and forming a heavily armed cube. Composed of all five magical materials, they are dominated by towers of black jade arrayed over criss-crossed channels of molten iron and red jade. It is from this base/these bases that Debok Moom oversees the construction, programming, testing, and deployment of Destroyers and other weaponized exmachina.
Noi: The Opalescent Dhow Capricious. Noi's ship shifts and shimmers with every turn. In theory it sails the Pole of Oil, but in truth it is prone to wander, and can be found nearly anywhere in the Realm of Brass and Shadow where oil flows. It is thus the most likely to come in proximity of the Eight Nations.
Mog: The Hall of 10,000 Copper Thunders. The great Court of Mog is accessed through the space between electric bolts within the Pole of Lightning. It is an imposing rumbling palace of copper edges where Mog holds court on a daily basis, often with relevant Subroutines in attendance. Evidence of events and the behavior of exmachina, elementals, custodians, Alchemicals, and mortals are presented - usually by Espinoquae - to Mog as a trial, usually in abstentia, where the Divine Minister can pass often belayed judgment for his great record, encoded electromagnetically on every edge of his sharp copper citadel. In addition to a host of lesser machine spirits acting as couriers, magnetic scribes, and general attendants, great metal aurochs serve as guards throughout the Hall, while a fleet of lightning locusts sit in wait for Mog's command to fly and dispense his harshest judgments.
Kadmek: The Lattice Gate. Located within the outer-most wall of the Pole of Crystal, Kadmek's sanctum serves as both defensive castle and a luminous pearl doorway between the Poles of Metal and Crystal for those for whom Kadmek has opened its doors - or for those able to force access to the immaterial (though as said, it is well defended). It is the only sanctum that stands regularly open to the passage of the Operatives (though the crystaline staircase that leads to the exit facing the Core is not - save with Kadmek's explicit permission)
Domadamod: The Heap. A mountain of spiritual refuse overlooking a great valley in the Pole of Smoke, indistinguishable from Domadamod's smaller form, save by scale. The Heap continuously melts under the acid rain of the Pole, while growing as new refuse ever-falls. It is not Domadamod's nature to be unharmed or unshaped by outside forces, but rather all wounds and shaping fall away as its husk is ever shed and ever grows. Countless abandoned secrets and forgotten history may lurk buried in the Heap.
Ku: The Far Tower. Hanging suspended in the sky of the Pole of Smoke, over the curve of its outer most edge, this menacing framework of Soulsteel spikes overlooks some of the most blight heavy zones of Autochthonia. Oberashti, the Lesser Elemental Dragon of Smoke and Shogun of Genocide coils around this watchtower's base in silent wait.
Currently, as of the start of 4878 DA, the Eight Nations are arranged as follows.
Claslat, Jarish, and Estasia all directly connect to each other via their tramlines. In addition, Estasia connects to Kamak, and is extorting exorbitant tariffs on trade between it and the other two nations.
Yugash of course drifted out of direct connection with any of the other nations at the end of the Element War and has yet to rejoin any. With their resource shortage, this makes Project Razor all the more dire.
Sova, Gulak, and Nurad all connect to each other, though the tramlines between Nurad and Gulak will be falling soon. Since sending refugees to Gulak is far more appealing than sending them to Sova (whose tramlines to Nurad will only last a year or so longer than Gulak & Nurad's), the question of emigration has being rushed by the Tripartite.
Tidbits:
The Salinan Working, having occurred after Autochthon erected the Seal that metaphysically separated him utterly from Creation's causal continuity, does not extend to Autochthonia. The only path to Sorcery or Necromancy that exists in the Realm of Brass and Shadow is Autochthon's metastasized Sorcery Initiation, accessed by Alchemicals through the Weave-Shredding Paradox Engine. Should the Seal be breached, this will cease to be the case, and just as mortals will be able to Celestial Exalt at that point, so to will one be able to learn Sorcery from cosmic essence patterns.
Autochthon departed Creation during the Calibration that marked the END of 121 OEG. Thus what in Creation was marked as 122 OEG, was marked in Autochthon as 0 DA. 4878 DA (RY 768) is 5000 OEG, meaning the COMING Calibration is the 5000th anniversary of the imprisonment of the Primordials.
(to preface what's about to follow, I don't use the idea that Creation has 25 hour days. It's silly, and unlike in Autochthonia [where the work shifts are based on that premise] it adds nothing to the setting except being something you shouldn't think about because it further distorts relative age. Creation has 24 hour days. That being the case...)
The Autochthonian year is made up of 408 25-hour days. It has no uniform concept of seasons, months, or Calibration. The passage of the year is marked via decimal progression - so a quarter of the way through the second year in Autochthonia would have been 1.25 DA. This year is the exact same length as Creation's 425 24-hour days. Before the Conclave, each Nation had its own calendar and different ways of measuring years/cycles/ages/whatever. It was Claslat's that was standardized, theirs being based on the giant gear upon which Harmegis sits (see Claslat's further details write-up), which has 408 teeth, each of which takes 25 hours to click past, and thus making one full rotation each year.
When any Autochthonian (save Autochthon himself, his Divine Ministers, their Subroutines, or Drones) enters Creation, they are initially Outside Fate, but by causing effects upon those Creation natives inside Fate or Creation itself, the Loom starts to pick up their presence and calibrate for them, making it possible to read them in the Loom, and even tag them with astrology effects. This can take months, or only days via a large enough disruption of fate. Being targeted by any Sidereal Charm will automatically smack them with the Loom's recognition. Until that point though they cannot be read through the Loom, divination, nor can they be astrology tagged.
(I considered for simplicity's sake just ruling "since they aren't primordials or part of their soul-structure, they enter Fate as normal when they enter Creation", but this grey-zone better facilitates the Locust Crusade or Grass-Hopper Diplomacy being a surprise/secret, which has more plot hooks)
Coming up (assuming people are interested)
- Expanded info on the Eight Nations, Loran, & Xexas
- A complete revision of Autochthon's spirit hierarchy, with a ton of spirits (no stats as of yet, but names, purviews, concepts, hooks, etc)
- The Five Theopoli
- Erlik, the Apostopolis
- Other "lost colonies" (Loran and Xexas are the most remarkably far afield, but they are not the only time in history Kadmek has sent an Alchemical out into the Reaches to plant themselves as a city)
First the return of some of my earlier material....
General Topography:
The body of the Great Maker is a vast alien environment, and like all Primordials, a cosmic frame of reference unto itself. It does not adhere to some external "down" outside the outer wall of the Pole of Smoke. Many of the machine organs are gravitational bodies unto themselves, things upon and within them falling toward their center, or some other internal point or surface as demanded by function. Conduits running through the maker's body may serve as 360 degree planes of gravity around its outer, or in some cases inner, surfaces - while in other cases Conductors have discovered that gravity within the conduits pulls "down" toward the destination of the transmitted substance within. The floors of hallways and chambers may serve as planes of gravity sometimes perpendicular to one another - as is also common with the surfaces of the vast gears slow turning each other through the Maker's body. By design, the Pole of Smoke universally falls outward so as to act as a basin collecting waste from above, while in the Pole of Oil, all falls away from the outer wall, so as to better draw oils into the Pole of Metal below. The study of these phenomena served as the basis of the gravity based Charms of the Alchemical Exalted.
While Autochthon sleeps, his body counts as terrain for the purpose of Shaping effects. This makes areas more vulnerable, but the whole more secure (as he can't be targeted as a singular entity). Any Charm with the Blasphemy Keyword, as well as any Third Tier Sorcery or Necromancy is guaranteed to elicit an immune response from his systems. Lesser effects tend not do so, but theoretically could trigger an automatic response if the system they are targeting is very important.
Despite how alien these features (in addition to everything described in the Compass) would be to people from Creation (or our world for that matter) - it is important to stress that unlike the worldforms of certain other Primordials (Malfeas for example), Autochthonia adheres to the understood three spatial directions. There are a few areas where they bend perhaps (chambers larger within than should be possible based on their outer scale - as applies to the worldform as a whole when he is in the external reference frame of a place like Creation; as well as "Sanctum space" of places like the Poles of Lightning and Steam, which operate not unlike Yu Shan in Creation, being semi-omnipresent Sanctums that interface with the other space through specific gate conduits), but at no point do concentric spheres have outer borders all being surrounded by the same location, or any maddening nonsense like that.
The sanctum-organs of the Divine Ministers are anomalies that fall into the aforementioned category of bended space. Like many Third Circle Deva, the Divine Ministers co-exist not just as humanoid aspects, but as far greater spirit forms/locals as well. To one who is not a studied savant in such matters, these can be thought of simply as their Sanctums, and they do serve the purpose of great divine immaterial citadels. They are more than that though. Each one is as much the Divine Minister in question as their more human-scale manifestation - just as Ligier is both the Green Sun and the four armed smith. In addition, each one is a machine organ and part of the Great Maker's systems, just as the dual-state organs of his worldform jouten, and the purely material parts he has incorporated. Where they bend the normal rules of space within the Maker, is that just as the five offices of the Bureau of Destiny co-exist across Yu Shan AND surrounding the Loom of Fate through its weaving of reality - so to do the citadels of the Divine Minister co-exist throughout his Poles AND surrounding the Godhead (on the most outer reaches of the great torus chamber) by grace of the Design.
Runel: The Cloud Gardens. Located in the Pole of Steam, these pristine bodies of cool clouds amongst the pole's boiling torrents serve as a small utopian refuge for lifeforms beloved of Runel - Autochthon's Compassion. Even a small community of humans have been blessed as cloud walkers to live here and tend Runel's gardens. A strange people untouched by the outside world for millennia, they are utterly ignorant of the concepts of violence or sufferings.
Kek'Tungsssha: The Birthing Forge. A massive factory cathedral sanctum in the Pole of Metal near the floor of the Pole of Oil (no where near Loran). Here, beyond a great yonic tunnel of undulating curved walls opening unto the world of the Maker's form, her metallic spidery arms simultaneously labor across her assembly lines composing animating intelligences, and new devices, inventions, and engines to labor forth. Upon the great anvil and bed of love at the Forge's center, Kek'Tungsssha labors endlessly toward her greatest masterpiece - the conception of a Progenitor Subroutine.
Debok Moom: The Sixfold Battlements Array. The six military structured expanses, square in boundary, are located at strategic locations through the Pole of Metal, far from the Eight Nations. Simultaneously they coexist together in the Core's torus chamber, all touching and forming a heavily armed cube. Composed of all five magical materials, they are dominated by towers of black jade arrayed over criss-crossed channels of molten iron and red jade. It is from this base/these bases that Debok Moom oversees the construction, programming, testing, and deployment of Destroyers and other weaponized exmachina.
Noi: The Opalescent Dhow Capricious. Noi's ship shifts and shimmers with every turn. In theory it sails the Pole of Oil, but in truth it is prone to wander, and can be found nearly anywhere in the Realm of Brass and Shadow where oil flows. It is thus the most likely to come in proximity of the Eight Nations.
Mog: The Hall of 10,000 Copper Thunders. The great Court of Mog is accessed through the space between electric bolts within the Pole of Lightning. It is an imposing rumbling palace of copper edges where Mog holds court on a daily basis, often with relevant Subroutines in attendance. Evidence of events and the behavior of exmachina, elementals, custodians, Alchemicals, and mortals are presented - usually by Espinoquae - to Mog as a trial, usually in abstentia, where the Divine Minister can pass often belayed judgment for his great record, encoded electromagnetically on every edge of his sharp copper citadel. In addition to a host of lesser machine spirits acting as couriers, magnetic scribes, and general attendants, great metal aurochs serve as guards throughout the Hall, while a fleet of lightning locusts sit in wait for Mog's command to fly and dispense his harshest judgments.
Kadmek: The Lattice Gate. Located within the outer-most wall of the Pole of Crystal, Kadmek's sanctum serves as both defensive castle and a luminous pearl doorway between the Poles of Metal and Crystal for those for whom Kadmek has opened its doors - or for those able to force access to the immaterial (though as said, it is well defended). It is the only sanctum that stands regularly open to the passage of the Operatives (though the crystaline staircase that leads to the exit facing the Core is not - save with Kadmek's explicit permission)
Domadamod: The Heap. A mountain of spiritual refuse overlooking a great valley in the Pole of Smoke, indistinguishable from Domadamod's smaller form, save by scale. The Heap continuously melts under the acid rain of the Pole, while growing as new refuse ever-falls. It is not Domadamod's nature to be unharmed or unshaped by outside forces, but rather all wounds and shaping fall away as its husk is ever shed and ever grows. Countless abandoned secrets and forgotten history may lurk buried in the Heap.
Ku: The Far Tower. Hanging suspended in the sky of the Pole of Smoke, over the curve of its outer most edge, this menacing framework of Soulsteel spikes overlooks some of the most blight heavy zones of Autochthonia. Oberashti, the Lesser Elemental Dragon of Smoke and Shogun of Genocide coils around this watchtower's base in silent wait.
Currently, as of the start of 4878 DA, the Eight Nations are arranged as follows.
Claslat, Jarish, and Estasia all directly connect to each other via their tramlines. In addition, Estasia connects to Kamak, and is extorting exorbitant tariffs on trade between it and the other two nations.
Yugash of course drifted out of direct connection with any of the other nations at the end of the Element War and has yet to rejoin any. With their resource shortage, this makes Project Razor all the more dire.
Sova, Gulak, and Nurad all connect to each other, though the tramlines between Nurad and Gulak will be falling soon. Since sending refugees to Gulak is far more appealing than sending them to Sova (whose tramlines to Nurad will only last a year or so longer than Gulak & Nurad's), the question of emigration has being rushed by the Tripartite.
Tidbits:
The Salinan Working, having occurred after Autochthon erected the Seal that metaphysically separated him utterly from Creation's causal continuity, does not extend to Autochthonia. The only path to Sorcery or Necromancy that exists in the Realm of Brass and Shadow is Autochthon's metastasized Sorcery Initiation, accessed by Alchemicals through the Weave-Shredding Paradox Engine. Should the Seal be breached, this will cease to be the case, and just as mortals will be able to Celestial Exalt at that point, so to will one be able to learn Sorcery from cosmic essence patterns.
Autochthon departed Creation during the Calibration that marked the END of 121 OEG. Thus what in Creation was marked as 122 OEG, was marked in Autochthon as 0 DA. 4878 DA (RY 768) is 5000 OEG, meaning the COMING Calibration is the 5000th anniversary of the imprisonment of the Primordials.
(to preface what's about to follow, I don't use the idea that Creation has 25 hour days. It's silly, and unlike in Autochthonia [where the work shifts are based on that premise] it adds nothing to the setting except being something you shouldn't think about because it further distorts relative age. Creation has 24 hour days. That being the case...)
The Autochthonian year is made up of 408 25-hour days. It has no uniform concept of seasons, months, or Calibration. The passage of the year is marked via decimal progression - so a quarter of the way through the second year in Autochthonia would have been 1.25 DA. This year is the exact same length as Creation's 425 24-hour days. Before the Conclave, each Nation had its own calendar and different ways of measuring years/cycles/ages/whatever. It was Claslat's that was standardized, theirs being based on the giant gear upon which Harmegis sits (see Claslat's further details write-up), which has 408 teeth, each of which takes 25 hours to click past, and thus making one full rotation each year.
When any Autochthonian (save Autochthon himself, his Divine Ministers, their Subroutines, or Drones) enters Creation, they are initially Outside Fate, but by causing effects upon those Creation natives inside Fate or Creation itself, the Loom starts to pick up their presence and calibrate for them, making it possible to read them in the Loom, and even tag them with astrology effects. This can take months, or only days via a large enough disruption of fate. Being targeted by any Sidereal Charm will automatically smack them with the Loom's recognition. Until that point though they cannot be read through the Loom, divination, nor can they be astrology tagged.
(I considered for simplicity's sake just ruling "since they aren't primordials or part of their soul-structure, they enter Fate as normal when they enter Creation", but this grey-zone better facilitates the Locust Crusade or Grass-Hopper Diplomacy being a surprise/secret, which has more plot hooks)
Coming up (assuming people are interested)
- Expanded info on the Eight Nations, Loran, & Xexas
- A complete revision of Autochthon's spirit hierarchy, with a ton of spirits (no stats as of yet, but names, purviews, concepts, hooks, etc)
- The Five Theopoli
- Erlik, the Apostopolis
- Other "lost colonies" (Loran and Xexas are the most remarkably far afield, but they are not the only time in history Kadmek has sent an Alchemical out into the Reaches to plant themselves as a city)
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