CHAPTER 3 • STORYTELLINGthe goal as there are Solars — force of arms, subtlemanipulations, impersonation, magical coercion,becoming the power behind a throne — the list goeson and on. Accomplishing this goal can easily formthe basis of a significant chronicle, as well, as theSolar gathers resources, scopes out the competition,and finally makes her strike. In addition, it makes agreat springboard to many other plotlines as well— including several discussed below.Building an empire. For certain Solars, a singlenation just isn’t enough. Some characters mayhave conquest in their eyes, and decide to buildand lead a huge army to conquest on a massivescale. This is an excellent opportunity — not onlydoes it provide you with an excellent knowledgeof what opponents the characters will face, it alsogrants you the opportunity to throw all kinds ofunexpected complications in the players’ way. Along campaign of conquest can generate a greatdeal of play just during the planning stage —gathering allies, locating materiel, and making upa plan of attack. Once the combat begins, beyondthe basic excitement of the conquest itself, there arenumerous surprises you can introduce — surprisealliances, sudden magical discoveries by opposingforces, or unexpected new forces joining the battle.(Fair folk, demonic hordes, and the vanguard ofan Autochthonian invasion force all work well forthis.) With a little work, you can keep such a plotsurprising and tense all the way up to the finalbattle.Conquering the Realm. A very specific sort of empirebuilding,the lion’s share of Solar conquest gameswill end with the aim of conquering the Realm itself.The reasons are obvious — it’s the richest nation inCreation, it’s the only world power likely to havethe resources necessary to defeat a well-establishedSolar empire, and, most personally, it’s run by abunch of conceited upstarts who slaughtered theSolars and robbed them of their birthright. All of theadvice listed for a general conquest campaign goesdouble here. An entire chronicle can revolve aroundconquering the Realm — with the number of alliesit can field and the sheer power of its forces, anySolar army will have to fight many, many battlesto draw near to the Realm itself. The PCs should beprepared to face foes beyond anything they wouldencounter when fighting against any other forcein Creation. The Realm has access to warstriders,Thousand-Forged Dragons, and numerous otherFirst Age weapons, and even in its current dividedstate would be certain to field them against anythreat of a great enough magnitude. In addition,the threat of the Imperial Defenses should hangover the PCs’ heads at all times — if anyone elsegains access to them, or the Empress returns, evena tremendous Solar-led army will find itself rapidlyoutmatched. Even with all these risks, though, therewards are more than worthwhile — ruling theRealm is clearly the first step toward restoring Solarrulership of all of Creation and the glories of theFirst Age.Defeating a Deathlord. Deathlords are built into theExalted setting as the perfect long-term, powerfulvillains. Their agenda of Oblivion makes sure they’llbe opposed to the long-term desires of almostany Solar; their power makes them incrediblythreatening, while their unique weaknesses keepthem from becoming untouchable. As such, a longgame can easily revolve around defeating one.The challenge posed by a Deathlord is obvious— each has the personal power of an Essence7+ Solar, access to the endless knowledge of theMalfeans, a potential retinue of millions of ghosts,zombies, and other servitors, personal access toExalted champions, and a storehouse of artifactsthat is second to none. However, the players arelikely to encounter these threats gradually — theDeathlords’ ability to operate in Creation directlyis limited, and each has numerous plans to devoteresources towards; thus, players are likely to havesmall encounters with their servants well before theyenter into full-scale conflict. By carefully playing upthis evolution, you can draw such a conflict out overa long time, letting players defeat the Deathlord’sindividual schemes at first and slowly build up toan all-out assault on his Underworld citadel.183
EXALTED • SOL INVICTUSRebuilding the Solar Deliberative. Many Solars willseek to return to the “proper” working of things— with the Solar Exalted the undisputed rulersof Creation. For some, this will require building aconsensus of the Solars as a whole, drawing themall together to form a new Solar Deliberative whichcan issue its pronouncements to the corners of theworld. This may prove far more difficult than itmight first appear, however. There are hundredsof Solars in Creation — and unlike in the FirstAge, each has been brought up with a differentheritage, homeland, and view about what’s bestfor Creation. Trying to get the Solars, who vary asmuch as humanity itself, to agree even to disagreemight prove to be more than the PCs can handle.To accomplish this goal, they’d best be prepared totravel across the face of Creation, and get involvedin some fairly significant negotiations with a varietyof bizarre and eccentric characters. Having a baseof operations and something that might pass fora recognized mandate probably couldn’t hurteither.Acquiring an unimaginably powerful artifact. InCreation, there are some objects that providenearly unimaginable power to their possessors.The Sword of Ice. The Mantle of Brigid. The Eyeof Autochthon. These and more are artifacts thatpromise their wielders the ability to accomplish anygoal or achieve any victory. Of course, as a result,finding and acquiring them will be that muchmore difficult. Many such artifacts are lost to themists of time, with only rumors of their existenceto lead hunters towards them. Others are only toowell known in the Second Age — and wrestingthem from their owners would be a challenge initself. Still, a significant plot can revolve aroundresearching the location of a fabled object, questingafter it, and defeating whatever forces stand in theway of the characters acquiring it.Restoring the glories of the First Age. Many looklongingly at the past, bitterly regretting the vastloss of knowledge and power that occurred in theUsurpation. For the Solars, however, the abilityto reverse that loss is available. With the poweravailable to them, Solar Exalted can learn to buildthe wonders of the First Age again, restore thosethat have broken or failed, and usher Creation intoa new era of paradise. This is an excellent long-termgoal for PCs — it’s something that can serve as thebasis for a large number of individual adventureswithout necessarily dominating the chronicleas a whole. Questing for damaged artifacts, losttomes, or First Age mentors can make for excellentgames.Journeying to other worlds. The world of Exaltedis larger than just Creation — numerous otherworlds lie beyond its borders, waiting for theintrepid adventurer. For characters who begin togrow complacent about adventuring in Creation,a trip to Autochthonia, the Underworld, Yu-Shanor Malfeas may very well be in order. Each of theseworlds has its own unique logic and its own specialdangers, ready to harm the unwary Exalt. Forcharacters used to operating in a familiar millieu,the unusual rules of these alternate worlds canprove to be an unending source of interest. Thereasons for characters to journey to these worlds arealmost endless — seeking out a powerful treasureor a wary foe, seeking lost information, or lookingto rescue a friend, for example.Defeating an all-out invasion from Malfeas. The timehas come: after millennia of seeking to test thelimits of their prison, the Yozi have finally decidedto win their freedom from the vile, hated beingswho imprisoned them so long ago. There is almostnothing that could pose a greater threat than thearmies of Malfeas, hordes of horrific demons withpowerful Infernal Exalts at their head, pouringinto Creation to tear it asunder and pave the wayfor their masters to return. For Solars, this wouldrepresent the greatest possible challenge to theirrule over Creation — and the greatest opportunityfor heroism they might ever encounter. This storywould need to be built up over a great deal of time— carefully introducing the Yozi and their minionsas long-running, epic villains and preparing theplayers to battle them. All the advice given abovefor running games of conquest suddenly turns on its184
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