The Hospitable Paths are primarily built of glass over richly-toned beams and frames of exotic wood – stained glass portraying gods and scenes from the history of creation for the upper walls, deeply colored glasses for the lower walls and floors, and color-shifting glass which moderates the sun for the roof. It’s many winding corridors and chambers contain trickling streams, private rooms, ringing chimes, and verdant gardens of perpetually-blooming flowers and thick mosses. It winds across and though the hills surrounding a pleasant bay, on which are the residents and local villagers fish, swim, and sail small boats – and provide a pleasing vista for the residents of the manse. The many small gardens within it’s walls may be roofed by flowing sheets of glass or opened to the air as the owner wills.
The Manse was designed by a true master, and – as such – gains 10 (the base for a rating five manse) +10 (due to masterful design) +5 (the hearthstone is effectively rank-0, and thus virtually useless. It does function as a perfect magnifying glass, but – save for its natural resistance to breakage – is really no better than any finely-polished piece of mundane glass at the job) design points, for a total of 25.
Magical Conveniences (1): Within the Hospitable Paths:
- The glass walls open to create doors wherever those attuned to the Manse need them, although these may be left open to allow others to enter and leave.
- Objects are always either neatly put away or ready to hand, whichever is convenient at any given time.
- Areas and objects may be cleaned and sterilized at will, removing dirt, grease, and germs.
- The lighting – provided by beams of colored light shining through the glass – is whatever is most convenient at any given time.
- Everyone within the manses range enjoys instantaneous mental access to the Archives. Note that, thanks to this effect and the Advanced Archives, everyone affected can both speak and read the Old Realm language family.
Advanced Comfort Zone (2): The Paths maintain a comfortable environment throughout their range, an effect equivalent to having everyone and everything within that protected as if by the Element-Resisting Prana.
Provider (3, 2 thanks to Wood aspect): The plants and streams of the gardens – which never need tending – can provide air, food, drink (mostly healthy fruit juices) for 1250 people.
Advanced Archives (3): The manse’s extensive archives of memories woven into its structure provide anyone consulting them with a +1d bonus to Linguistics, Lore, Medicine, Occult, and Socialize.
Advanced Life-Sustaining (5, 4 thanks to Wood aspect): Within the manses range, everyone gains:
- Near-immunity to aging past adulthood. Residents lives are extended by a factor of twenty or more.
- Bonus Successes equal to the manses rank+2 (7) to rolls to resist poison or disease.
- Rapid healing. Those affected heal two levels of bashing damage per hour, one level of lethal damage per hour, and one level of aggravated damage every five hours.
- Natural lethal soak, equal to one-half their stamina.
- Immunity to Bleeding. In addition, all wounds heal cleanly, and without scarring.
- Immunity to Disabling and Crippling effects. If a character is already afflicted by such effects when they enter the manses zone of influence, they will heal within the day.
Extended Zone of Influence (4): The manses powers extend to everyone within a five-mile radius.
Wyld Revocation (4): The Paths are a closed system of essence flows, and – as such – are immune to most external effects. They are no longer dependent on external geomancy and those within the manse’s range share some part of that immunity. The forces of the Wyld and other shaping effects cannot alter the area or creatures protected by the manses influence unless the creatures willingly, and with full understanding, accept such an effect.
Indestructible (5): The paths are impervious to damage, and can only be affected by geomantic attacks. In effect, they are eternal – and it is rumored that at least one garden still contains a horrific behemoth from the primordial wars, a beast of fantastic power imprisoned by the simple expedient of closing the roof and taking away the doors – trapping it in a bubble of indestructible glass.
While the Paths generally function as a hospice and a place of healing, where pilgrims in search of relief from pain, recovery from crippling injuries, and even many magical afflictions, may visit and be healed, they can – thanks to their indestructibility – also function as a refuge from anything which can’t pass through solid matter. That may be an abusive spouse or parent, or it could be some horrific monster. Either way, if you wish to speak to such a creature while separated from it by a fragile-seeming but unbreakable pane of glass, or simply wish to hide, the Paths can accommodate you.
- The Chronicles of Heavenly Artifice part VIII (ruscumag.wordpress.com)
- Exalted – Storming the Gates of Yu-Shan (ruscumag.wordpress.com)
- The Chronicles of Heavenly Artifice Part VI (ruscumag.wordpress.com)
- The Chronicles of Heavenly Artifice, Part IV (ruscumag.wordpress.com)
- The Chronicles of Heavenly Artifice part VII (ruscumag.wordpress.com)