Exalted - Heaven's Reach - Story Summary
Posted: Thu Jul 14, 2016 1:23 am
ACT I
The crew, having recently lost several members in a disastrous trade negotiation, stopped at Nexus to regroup. The crew took on several new members, offloaded their illicit goods to a dependable but unfriendly saurian trader, and took on a few passengers that included a lawman transporting a dangerous fugitive. Prior to leaving, the crew was recruited for a special job by the Emissary of Nexus, to retrieve data from a derelict spaceship hidden near Lacros’s Folly, with the reward being salvage rights to the remainder of the ship.
Deciding to make a quick stop at the derelict ship before delivering the lawman to his destination, the crew find themselves coming out of the warp near several battling ships. Seeing that one is infested by daemonic influence, Far Horizon Guardian dispatched the enemy ship and retrieved a glowing artifact from the debris, after which the Chiaroscuran ship retreated. After the brief but intense conflict, the crew continues its journey, navigating the dangerous gravity and debris field of a tomb star to find the derelict ship: a massive space hulk near a dead moon of a destroyed planet.
Several members of the crew disembark, expecting only environmental hazards. They are met with a surprises, however. Travel through the space hulk revealed scenes of an ancient battle between giant genetically engineered human soldiers. Runes were scrawled over the walls, both carved and painted in what was likely blood, and several artifacts with active essence patterns were found. Some of the machinery was still active, including cyborg dreadnaughts; Far Horizon Guardian and the new laborer the ship took on at Nexus made short work of the machines, however. The alien man’s abilities were a surprise, as were those of the aging solar exalt, and both revealed how powerless the other members of the crew were by comparison. As they approached the interior of the ship, they were met with yet more surprises, as xenomorphs appeared to have created a hive near the core of the ship. Further battle ensued, with the lesser fighters struggling against both the xenos and the mind-warping effects of the runes and artifacts they were exposed to. Jezial unleashed Chaos-influenced psychic warp-fire with the assistance of one of the artifacts, after which Far Horizon Guardian destroyed the tome she was reading from. Fighting through to the ship’s panic room, the crew was met by a final unexpected encounter: the ghost of a dead soldier-librarian. The spirit was clearly xenophobic and possessed some essence manipulation abilities with which it guarded the room, its databanks, and several artifacts. The group attempted to placate the spirit as they accessed the space hulk’s data stores, but the spirit triggered an auto-destruct sequence. The crew managed to escape, but the explosion sent their attached vessel hurtling into the gravity well of the tombstar.
Expecting death as they entered the singularity, the crew instead found themselves in another dimension with strange essence flows and clearly a low-grade simulation of reality. Black suns sat at equidistant points on a horizon an indeterminate distance away, as they flew over a flat plane filled dotted with geometric arrangements of countless black obelisks surrounded by buildings. The more powerful members of the crew went to the surface, where they found a populated city filled with spirits of dead humans, some of whom they knew. Making their way through the unvarying architecture and endless crowds of the city, the away team found themselves at the Bureau of Endings where they hoped to find answers. Faced with a bureaucratic maze and tedious lines, the crew was saved by a ghost named Aiden, who offered to help them navigate the Bureau in exchange for taking him with them when they left. After agreeing, the away team met with the supervisor of the area, an Abyssal Exalt going by the title of Impartial Arbiter of Souls. He answered many questions, and introduced the crew to one of the leaders of Terminus, a deathlord titled the Silver Prince. The deathlord revealed that the true purpose of the Stellar Intelligences was to overcome death itself, and to store the souls of humanity until such became possible. The Malfean War triggered an emergency protocol that created the alternate dimension of Terminus, and dumped the collected trillions of human souls into it. The Tombstars, the only Stellar Intelligences to remain true to their real purpose, now seek to create a place for the dead to once again live. The Silver prince agreed to free the crew and their ship from Terminus as a gesture of good will, and the agreement that the crew would consider aiding the denizens of Terminus in their quest. Aiden’s spirit in tow, the away team returned to the ship, burned their remaining essence to re-power the ships engines, and left the strange dimension.
The ship re-appeared far from Lacros’s Folly, and was in a dangerous state: low fuel reserves, decayed food stores, limited power, damage from the explosion and the gravity field of the tombstar, and an escaped infernal exalt prisoner. The Lawman was found dead on the ship, and the ship’s robot had freed the prisoner by cutting off his hands. After a frantic search, the crew found the real culprit, Echo In Darkness, another Infernal exalt that emerged from the chrysalis stored on the ship after the space battle near Lacros’s Folly. The fiend attempted to kill the crew by cutting life supports and vac’ing the ship, but it did not anticipate the abilities of the crew. They crew cornered the infernal on the bridge, though it escaped the ship through unknown means after it was clear that taking over the vessel was impossible. The infernal prisoner is tentatively, and inexplicably, accepted onto the crew for his medical skills, despite his being a self-confessed mass murderer.
The ship limped its way to the nearest shipyard, Aiden III. The Chiaroscuran Khanate that ruled the region interrogated the crew, based on reports from one of their scout ships near Lacros’s Folly. The crew might have lost some of their cargo and been detained, if not for the intervention of the local imperial garrison, and the head of the shipyard. Hema Shian, commander of the imperial garrison, offers the crew a job smuggling artifacts out of the region in return for a reasonable fee and help getting around the Khanate’s inquiries. Celed Wyrr, head shipwright, offers them discounted repairs and help getting out of the system in exchange for an intimate look at the inner workings of the ship. After a pleasant stay on Aiden, and taking on passengers that included a strange vagabond, a group of high ranking monks, and the monks’ entourage, the repaired ship sets course for Nexus.
Halfway through the journey to Nexus, the ship diverts from its programmed heading, to make its way to the hell world of Temujin. Upon arrival, the ship makes it clear that there is something on the planet it wants, and an away team goes down to the hostile and dangerous world. Navigating numerous hazards, including a toxic environment and aggressive flora and fauna, the team finds their way to a group of familiar castaways: the captain and the ship’s engineer, accompanied by a former dragonblooded slave. After destroying a herd of tyrant lizards and using a tactical nuke to deter a lunar stalking the group, the away team returns to the ship. The survivors are put into medical quarantine, where they relate a tale of harrowing escapes from slavers, then find themselves under the gentle and torturous ministrations of the infernal doctor. The passengers are angered by the delay and threaten to revoke pay, which is met with heated threats from the exhausted crew. Tensions ease, however, when the head monk Cathak Damacus speaks to Far Horizon Guardian, and realizes both the potential danger the passengers are in from the ancient and potentially mad solar, and the numerous opportunities presented by a friendly resolution to the situation. The crew sets course for Nexus once again, and whiles away the time practicing martial arts with the monks, exploring the ship, and investigating their smuggled artifacts. The crew manages to operate the portal room to locate the factory-cathedral located in Elsewhere, and decides to use it to replicate the smuggled artifacts so that they can keep the originals and still maintain a positive reputation. Jezial risks death entering a Prometheus chamber on the ship, but finds that it expands her mental abilities at an unknown cost, as well as bringing her closer to the ship.
Arriving at Nexus, the crew manages to delay the delivery of the artifacts by getting the ship quarantined. The artificers work constantly for several days to complete the replicas, while the passengers and several crew members disembark. The crew finally returns the data to the Emissary, and the Emissary buys several artifacts from them as well to cement a positive working relationship with the crew, resulting in a small store of magical materials. The annual martial arts tournament is in progress when the crew lands, and many of the crew watch or participate, with the lowly alien laborer taking a quite respectable third round loss to the eventual winner of the unarmed celestial tier. Hikari advances her reputation in the armed terrestrial tier, more by flare than skill. Far Horizon Guardian recruits several dragonblooded to his cause, including one of the former passengers, Tepet Akihiro. Chalix abandons the crew to follow a mechanical exalt preaching utopian communism and transhumanism via technological upgrade. The artifact replicas complete, the crew follows a spirit guide to their smuggler contact who happens to be their old trading partner Kwa’loo; upon inspection he accepts the replicas and agrees to pick up the mechs. Their business concluded, the crew decide to make a quick profit by transporting passengers off-world following the end of the tournament, and heads toward Icehome.
In transit, the crew decides on a course of action for the foreseeable future:
-Establish a base of operations beyond the ship, if only as a place to store goods and repair the ship
-Rely on their recently acquired contacts to obtain further work in passenger and cargo delivery, and further establish their reputation as dependable contractors
-Push into the unexplored regions of space to scavenge artifacts and information, using the unique abilities of the crew to survive the hazards that ward off other scavengers
-Use profits to stockpile savings, acquire magical materials, and improve the ship
-Tolerate occasional diversions to fight off “threats to creation” in Cathak territories in exchange for a pacified ancient solar and a tentative ally in house Cathak
-Explore personal projects
The crew, having recently lost several members in a disastrous trade negotiation, stopped at Nexus to regroup. The crew took on several new members, offloaded their illicit goods to a dependable but unfriendly saurian trader, and took on a few passengers that included a lawman transporting a dangerous fugitive. Prior to leaving, the crew was recruited for a special job by the Emissary of Nexus, to retrieve data from a derelict spaceship hidden near Lacros’s Folly, with the reward being salvage rights to the remainder of the ship.
Deciding to make a quick stop at the derelict ship before delivering the lawman to his destination, the crew find themselves coming out of the warp near several battling ships. Seeing that one is infested by daemonic influence, Far Horizon Guardian dispatched the enemy ship and retrieved a glowing artifact from the debris, after which the Chiaroscuran ship retreated. After the brief but intense conflict, the crew continues its journey, navigating the dangerous gravity and debris field of a tomb star to find the derelict ship: a massive space hulk near a dead moon of a destroyed planet.
Several members of the crew disembark, expecting only environmental hazards. They are met with a surprises, however. Travel through the space hulk revealed scenes of an ancient battle between giant genetically engineered human soldiers. Runes were scrawled over the walls, both carved and painted in what was likely blood, and several artifacts with active essence patterns were found. Some of the machinery was still active, including cyborg dreadnaughts; Far Horizon Guardian and the new laborer the ship took on at Nexus made short work of the machines, however. The alien man’s abilities were a surprise, as were those of the aging solar exalt, and both revealed how powerless the other members of the crew were by comparison. As they approached the interior of the ship, they were met with yet more surprises, as xenomorphs appeared to have created a hive near the core of the ship. Further battle ensued, with the lesser fighters struggling against both the xenos and the mind-warping effects of the runes and artifacts they were exposed to. Jezial unleashed Chaos-influenced psychic warp-fire with the assistance of one of the artifacts, after which Far Horizon Guardian destroyed the tome she was reading from. Fighting through to the ship’s panic room, the crew was met by a final unexpected encounter: the ghost of a dead soldier-librarian. The spirit was clearly xenophobic and possessed some essence manipulation abilities with which it guarded the room, its databanks, and several artifacts. The group attempted to placate the spirit as they accessed the space hulk’s data stores, but the spirit triggered an auto-destruct sequence. The crew managed to escape, but the explosion sent their attached vessel hurtling into the gravity well of the tombstar.
Expecting death as they entered the singularity, the crew instead found themselves in another dimension with strange essence flows and clearly a low-grade simulation of reality. Black suns sat at equidistant points on a horizon an indeterminate distance away, as they flew over a flat plane filled dotted with geometric arrangements of countless black obelisks surrounded by buildings. The more powerful members of the crew went to the surface, where they found a populated city filled with spirits of dead humans, some of whom they knew. Making their way through the unvarying architecture and endless crowds of the city, the away team found themselves at the Bureau of Endings where they hoped to find answers. Faced with a bureaucratic maze and tedious lines, the crew was saved by a ghost named Aiden, who offered to help them navigate the Bureau in exchange for taking him with them when they left. After agreeing, the away team met with the supervisor of the area, an Abyssal Exalt going by the title of Impartial Arbiter of Souls. He answered many questions, and introduced the crew to one of the leaders of Terminus, a deathlord titled the Silver Prince. The deathlord revealed that the true purpose of the Stellar Intelligences was to overcome death itself, and to store the souls of humanity until such became possible. The Malfean War triggered an emergency protocol that created the alternate dimension of Terminus, and dumped the collected trillions of human souls into it. The Tombstars, the only Stellar Intelligences to remain true to their real purpose, now seek to create a place for the dead to once again live. The Silver prince agreed to free the crew and their ship from Terminus as a gesture of good will, and the agreement that the crew would consider aiding the denizens of Terminus in their quest. Aiden’s spirit in tow, the away team returned to the ship, burned their remaining essence to re-power the ships engines, and left the strange dimension.
The ship re-appeared far from Lacros’s Folly, and was in a dangerous state: low fuel reserves, decayed food stores, limited power, damage from the explosion and the gravity field of the tombstar, and an escaped infernal exalt prisoner. The Lawman was found dead on the ship, and the ship’s robot had freed the prisoner by cutting off his hands. After a frantic search, the crew found the real culprit, Echo In Darkness, another Infernal exalt that emerged from the chrysalis stored on the ship after the space battle near Lacros’s Folly. The fiend attempted to kill the crew by cutting life supports and vac’ing the ship, but it did not anticipate the abilities of the crew. They crew cornered the infernal on the bridge, though it escaped the ship through unknown means after it was clear that taking over the vessel was impossible. The infernal prisoner is tentatively, and inexplicably, accepted onto the crew for his medical skills, despite his being a self-confessed mass murderer.
The ship limped its way to the nearest shipyard, Aiden III. The Chiaroscuran Khanate that ruled the region interrogated the crew, based on reports from one of their scout ships near Lacros’s Folly. The crew might have lost some of their cargo and been detained, if not for the intervention of the local imperial garrison, and the head of the shipyard. Hema Shian, commander of the imperial garrison, offers the crew a job smuggling artifacts out of the region in return for a reasonable fee and help getting around the Khanate’s inquiries. Celed Wyrr, head shipwright, offers them discounted repairs and help getting out of the system in exchange for an intimate look at the inner workings of the ship. After a pleasant stay on Aiden, and taking on passengers that included a strange vagabond, a group of high ranking monks, and the monks’ entourage, the repaired ship sets course for Nexus.
Halfway through the journey to Nexus, the ship diverts from its programmed heading, to make its way to the hell world of Temujin. Upon arrival, the ship makes it clear that there is something on the planet it wants, and an away team goes down to the hostile and dangerous world. Navigating numerous hazards, including a toxic environment and aggressive flora and fauna, the team finds their way to a group of familiar castaways: the captain and the ship’s engineer, accompanied by a former dragonblooded slave. After destroying a herd of tyrant lizards and using a tactical nuke to deter a lunar stalking the group, the away team returns to the ship. The survivors are put into medical quarantine, where they relate a tale of harrowing escapes from slavers, then find themselves under the gentle and torturous ministrations of the infernal doctor. The passengers are angered by the delay and threaten to revoke pay, which is met with heated threats from the exhausted crew. Tensions ease, however, when the head monk Cathak Damacus speaks to Far Horizon Guardian, and realizes both the potential danger the passengers are in from the ancient and potentially mad solar, and the numerous opportunities presented by a friendly resolution to the situation. The crew sets course for Nexus once again, and whiles away the time practicing martial arts with the monks, exploring the ship, and investigating their smuggled artifacts. The crew manages to operate the portal room to locate the factory-cathedral located in Elsewhere, and decides to use it to replicate the smuggled artifacts so that they can keep the originals and still maintain a positive reputation. Jezial risks death entering a Prometheus chamber on the ship, but finds that it expands her mental abilities at an unknown cost, as well as bringing her closer to the ship.
Arriving at Nexus, the crew manages to delay the delivery of the artifacts by getting the ship quarantined. The artificers work constantly for several days to complete the replicas, while the passengers and several crew members disembark. The crew finally returns the data to the Emissary, and the Emissary buys several artifacts from them as well to cement a positive working relationship with the crew, resulting in a small store of magical materials. The annual martial arts tournament is in progress when the crew lands, and many of the crew watch or participate, with the lowly alien laborer taking a quite respectable third round loss to the eventual winner of the unarmed celestial tier. Hikari advances her reputation in the armed terrestrial tier, more by flare than skill. Far Horizon Guardian recruits several dragonblooded to his cause, including one of the former passengers, Tepet Akihiro. Chalix abandons the crew to follow a mechanical exalt preaching utopian communism and transhumanism via technological upgrade. The artifact replicas complete, the crew follows a spirit guide to their smuggler contact who happens to be their old trading partner Kwa’loo; upon inspection he accepts the replicas and agrees to pick up the mechs. Their business concluded, the crew decide to make a quick profit by transporting passengers off-world following the end of the tournament, and heads toward Icehome.
In transit, the crew decides on a course of action for the foreseeable future:
-Establish a base of operations beyond the ship, if only as a place to store goods and repair the ship
-Rely on their recently acquired contacts to obtain further work in passenger and cargo delivery, and further establish their reputation as dependable contractors
-Push into the unexplored regions of space to scavenge artifacts and information, using the unique abilities of the crew to survive the hazards that ward off other scavengers
-Use profits to stockpile savings, acquire magical materials, and improve the ship
-Tolerate occasional diversions to fight off “threats to creation” in Cathak territories in exchange for a pacified ancient solar and a tentative ally in house Cathak
-Explore personal projects