On the ratmen thing, it does bug me a bit that people always seem to forget that Crafted Races and Beastmen are perfectly valid Exaltation candidates.

Hell, for those of you who want your cat girl characters, you can just say they're from a beastman tribe with less extensive mutations than normal, rather than Lunar Tells (as fun as Keychain of Creation was, I feel it has a fair bit to answer for).

But I rarely see people going for that sort of option.
 
An idea that I would have like to see from the Lunars, had not all the good Wyld-stabilizing tech been 100% dependant on the Solars, would be to have them be explorers, archeologists, and colonizers. It gets mentioned every now and then that First Age infrastructure and technology or divine protection have allowed there to be up to city-sized pockets of stability in the Wyld, with functional and at least self-sustaining societies. But they're more or less relegated to "yeah, they're a thing, I guess" status, and get no real development, which I would have loved. Lunars are well suited to navigating and playing in the Wyld, so interacting with pocket societies and rediscovering ancient fortresses, manses, and cities thought to have been long lost would have been a cool thing for them to do.

Like, its only because all the good Wyld-stabilizing tech is 100% Solar dependent that it isn't entirely feasible and reasonable for some Lunars to go "You know what? Trying to get shit done in Creation is a fucking mess, because all these Dragon-Blooded and Sidereals keep coming in and messing with my shit. Fuck this noise" and turn 180 degrees and go work to protect Creation by establishing a whole bunch of societies in pockets of stability to act as a defensive line right smack in the middle of the Wyld, and shape them into whatever form they please out where its pretty much impossible for Sidereals start poking their noses into things and it would be a massive and difficult undertaking for an army of Dragon-Blooded to go attack the pockets.

Instead of building societies in Creation, they'd build societies in the Wyld.
 
Hell, for those of you who want your cat girl characters, you can just say they're from a beastman tribe with less extensive mutations than normal, rather than Lunar Tells (as fun as Keychain of Creation was, I feel it has a fair bit to answer for).

Honestly, I can never remember what the canon mutation rules are, but I tend to work on a "the child gets the average of the parent's mutation point cost, rounding towards the mother" as a baseline for how they're inherited.

So a hardcore furry father with 9 mutation points having a child with a baseline human with 0 mutation points is going to have a child with 4 mutation points (4.5, rounding towards the mother's value). So that child is much more catboy/catgirlish. And if they then have a child with normal human, that's going to be a 2 mutation point child which is "Oh yeah, I bought enhanced hearing so I have cat ears".

This has come up a few times in passing in Kerisgame, because in urban areas where beastmen intermingle with baseline humans, the mutation level tends to average downwards in a few generations. So urban beastmen populations tend to be a lot more catgirlish compared to "bipedal cat". And in cosmopolitan areas, there's a wider spread of "a few low level mutations" in the population, as generations of lewdness take their toll.

(There's a dockworker gang in Saata which is basically an ethnic mob for "big cat beastmen" taken from the South who've wound up in Saata, and the leaders of the mob are all later generation fat catboys and fat catgirls who make you an offer you can't say 'Nyah' to. Some of the more recent migrants have split off because they're sick of being treated as second-class rubes compared to the ones who can better pass as human.)
 
Here, here.

Perhaps I should have said I wanted to be a separate part of the setting from the Underworld, as that's what I meant. As you pointed out, the underground being almost entirely separated from the rest of the setting as a whole is part of the problem. But while the Dead should have presence (I think they do canonically, anyway) I don't want them to be the main attraction, so to speak.

What interested me in the Underground (I'm just going to call it that from now on for simplicity's sake) in the first place were things like there being powerful demanses down there that mutate the inhabitants of the Underground into monsters, and it being the last place where races from the Primordial era dwell.

I want a world full of fundamentally alien beings and places, rather than fleetingly alien like the Wyld, or the Underworld and Autochthonia where most of the horrors still feel too human; and those beings and places possess inherent, overt agency, unlike Demons. I don't want The Underworld Expansion Pack, as cool as it is in of itself.


*strokes chin contemplatively.* True, very true.


Me.

What about making the underground like the deep roads from dragon age when there is no blight, or the warp from 40k when you don't run into chaos. The darkness beyond the firelight, the very depths of the ocean trenches. The place where those without the light of essence just disappear.

The World Below

The realm found deep beneath the surface of creation is one filled with forgotten and abandoned horror and wonder that few bother to explore.

Deeper than most are willing to dig or mine, most entrances exist because an ambitious soul desired something real that wouldn't be found elsewhere in creation, others due to simple geological movements exists the world below.

In this place, there exist no unified kingdoms outside the mountain folk, but over untold millennia in the time before, the primordials sent every failed creation in there grand project below the surface. A seemingly endless conglomerate of races and unique creatures not seen as fit in the combined aesthetic of creation, or just not fit for purpose, shoved beneath the earth by the light of the sun unconquered.

This deposition shows in its residents.

The Forgoten Creatures


The creatures found below are different enough that most would assume demon, behemoth or fae. Like anglerfish to salmon, they share characteristics with creatures of creation, but are distinct enough that one could never be mistaken for the other. This was further exasperated by the 3 spheres cataclysm removing some of the things that would have made the links to other creatures more obvious. They vary in intelligence and power, and have distinctly alien drives.

For example, one of the pests is a transparent leech that devours the sound you hear then metamorpasises, and burrows into its victim to devour the images the host sees, does so once more and shifts to its victims throat to gorge itself of any attempt the carrier makes to inform others of its presence. It finally emerges from its hosts mouth as a monkey equal to them in size and gender in formal wear as recongnised by the host.

The monkey will then spread the leeches until the original victim recovers at which point it would return to them and dissolve away leaving the clothes intact.

This was an aborted design by some 2nd Circle Deva for a creature meant to train conductors for grand musicals enhancing the relevant senses, and leaving them a dressed and skilled orator. It left its victims ravaged, insane, and never stopped spreading until it was purged, or they were all dead. As such it was simply forgotten below.

The Mountianfolk

The mountain folk fight an unending war with that which dwells below not because there is a horde waiting to overwhelm them and wash onto creation. But simply due to there need to expand their tunnel networks on a regular basis to provide additional resources, and compensate for regions lost in conflict. Furthermore, the constant growth of material provided by the pole of earth, makes charts and geological surveys as accurate as maps of the endless desert, making avoiding this danger impossible

Every hammer blow could unearth a cavern filled with new horrors that could want to despoil everything you love, just turn everyone's hair pink or some bizarre combination of the two. This situation is the daily reality of the mountain folk who carved out an existence and an empire in the first age. But with the devastation of the usurpation lovingly shared with them by the exalted host, and the damage wrought by the contagion and crusade have strained their ability to maintain the holdings against the risks they must take to retain what little they have left.

The only benefit these events have bought to them is some degree of release from the great geas. It was sworn to the exalted host, and although the realm has some claim to be the voice of the dragonblooded, and the bronze faction the sidereals, neither has any claim to voicing the solars or the lunars. Released from the burden of obedience, and nursing a grudge from the loss the geas still inflict on them, the mountian folk, the last real bearers of first age technological might, are a force that demands to be treated as equals whenever they can

There is only one mountian folk empire. Or rather, all mountain folk claim to be part of the same empire, even if no central leadership or structure exists. To all outsiders, they try to present a united front, as the yolk of species wide slavery is still felt by every single member of the race whenever there thoughts start to run against some of the drives forced onto them by the Deliberative.

Mining

The total aversion to the sun means that mines in creation rarely go deeper than sunlight can be sent, with the greatest mines of the realm containing great mirror arrays to routinely purge there caves of what lies below. The lesser light of flame is sufficient to deter the casual creature, causing them pain and lingering discomfort, but the light of day burns them in ways none of them can endure.

In the past Solars, and in the present fire-aspects regularly simply patrolled there mines, animas flaring, to avoid the hassle of installing such an array.

All forms of deeper mining require some degree of support from the mountain folk to retain long term viability. And due to the Exalted hosts need to have their craftsman lackeys with them for their projects, pockets of mountain folk can be found underground all over creation, especially nearer the older cities.

All who seek to claim the wealth of the earth have to deal with the mountian folk. Moreover, they are the only race to retain any degree of creation wide first age infrastructure, meaning that no-one in power can be sure that any abuse directed towards the Jadeborn will no anger the entire race.

Mines in shadowlands have the added benefit of providing unique materials to a necromancer capable of drawing out there wonders.

Demanses

The abandoned projects of the primordials sometimes twist a cavern into resembling their aborted existence if left alone enough, and if they grow numerous, or powerful enough. This twisting in creations natural essense structures generating demanses aspected to there preferred habitats that slowly mutated other creatures into more of themselves.

Many craftsmen and sorcerers of the First-Age regularly used such demanses to make there creations truly unique, and the shogunate found some that replicated a few arts thought lost with the fall of the solars.

Unfortunately, the caverns containing these demanses are regularly consumed by the growth and churn of the pole of earth over the coarse of millennia, or the creatures within them killed to the last causing the demanse to fade like darkness at dawn.

Variations across Creation

Nearer the elemental poles things become more interesting.

The pole of water containing the most openings to the world below under seas so deep that light never reaches the bottom. This means that it becomes difficult to distinguish what should be down there naturally, and what shouldn't.

The pole of wood provides among the few regions that the creatures can be seen on the surface, in the thickest canopies where even light gets lost.

The pole of wind containing deep frozen ravines and caverns leading straight to the deep, making long blizzards that bit more dangerous.

The pole of fire filled with the creatures most adapted to the light of flame, which means its the place where mortals get the most contact with things they rather they didn't, but where there legends are most coherent.

And finally the pole of earth, the primordials preferred dumping ground, with the dubious honour of having the greatest variety, population density and concentration of accessible forgotten demanses.
 
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Honestly, I can never remember what the canon mutation rules are, but I tend to work on a "the child gets the average of the parent's mutation point cost, rounding towards the mother" as a baseline for how they're inherited.

So a hardcore furry father with 9 mutation points having a child with a baseline human with 0 mutation points is going to have a child with 4 mutation points (4.5, rounding towards the mother's value). So that child is much more catboy/catgirlish. And if they then have a child with normal human, that's going to be a 2 mutation point child which is "Oh yeah, I bought enhanced hearing so I have cat ears".

This has come up a few times in passing in Kerisgame, because in urban areas where beastmen intermingle with baseline humans, the mutation level tends to average downwards in a few generations. So urban beastmen populations tend to be a lot more catgirlish compared to "bipedal cat". And in cosmopolitan areas, there's a wider spread of "a few low level mutations" in the population, as generations of lewdness take their toll.

(There's a dockworker gang in Saata which is basically an ethnic mob for "big cat beastmen" taken from the South who've wound up in Saata, and the leaders of the mob are all later generation fat catboys and fat catgirls who make you an offer you can't say 'Nyah' to. Some of the more recent migrants have split off because they're sick of being treated as second-class rubes compared to the ones who can better pass as human.)

*me steals idea*

And cat girl mafia is... lol. That's hilarious XD
 
So my second try at this charm tree. Tightend up the focus a bit, hopefully that makes the whole mess seem more coherent and, well, good.

Still Needs A Name

Cost 10m, 1wp; Mins: Essense 3; Type: Reflexive

Keywords: Combo-OK, Obvious, Sorcerrous;

Duration: Varies

Prerequisite Charms: None.

Gathering his power, the Infernal declares an action he will not take, and carves that taboo into his body. From this point on, the action is impossible for the Infernal to knowingly commit. Any order to do said action is treated as unacceptable. Should the Infernal take an action, and then later learn it broke his taboo, he takes one point of limit. The taboo may be removed from the Infernal's body by carving it from his flesh. This deals one health level of damage.

Also Needs a Name

Cost 10m, 1wp; Mins: Essense 3; Type: Reflexive

Keywords: Combo-OK, Obvious, Sorcerrous;

Duration: Varies

Prerequisite Charms: Still Needs A Name

The Infernal may brand a group who's magnitude is equal or less than his essence level with a single taboo, the words of which are carved into their flesh. The group need must be willing, though they need not be happy with the events which brought them to this point. For every taboo thus inflicted, the target gains 1 pt of mutations. The target becomes physically unable to knowingly violate the taboo, and orders to do so are treated as unacceptable orders. Should the target unknowingly violate a taboo, they lose 1 health level, the taboo, and the associated mutation upon performing the action.
At Essence 4 this charm can be repurchased, allowing the Infernal to brand a group with a number of taboos equal to (Essesnse X 5) at once.

A little rough, but hopefully these work better.
 
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Honestly, I can never remember what the canon mutation rules are, but I tend to work on a "the child gets the average of the parent's mutation point cost, rounding towards the mother" as a baseline for how they're inherited.

So a hardcore furry father with 9 mutation points having a child with a baseline human with 0 mutation points is going to have a child with 4 mutation points (4.5, rounding towards the mother's value). So that child is much more catboy/catgirlish. And if they then have a child with normal human, that's going to be a 2 mutation point child which is "Oh yeah, I bought enhanced hearing so I have cat ears".

This has come up a few times in passing in Kerisgame, because in urban areas where beastmen intermingle with baseline humans, the mutation level tends to average downwards in a few generations. So urban beastmen populations tend to be a lot more catgirlish compared to "bipedal cat". And in cosmopolitan areas, there's a wider spread of "a few low level mutations" in the population, as generations of lewdness take their toll.

(There's a dockworker gang in Saata which is basically an ethnic mob for "big cat beastmen" taken from the South who've wound up in Saata, and the leaders of the mob are all later generation fat catboys and fat catgirls who make you an offer you can't say 'Nyah' to. Some of the more recent migrants have split off because they're sick of being treated as second-class rubes compared to the ones who can better pass as human.)
this would eventually reach a point where most humans in a region have a few specific beastmen mutations and it's a self perpetuating breed, then it's a question of how migration from neighbouring communities and natural selection (are the mutations beneficial for survival and reproduction) effects the genepool.

Given a few millenia of isolation you'd wind up with humans that may seem more like a spirit species than humans.
 
this would eventually reach a point where most humans in a region have a few specific beastmen mutations and it's a self perpetuating breed, then it's a question of how migration from neighbouring communities and natural selection (are the mutations beneficial for survival and reproduction) effects the genepool.

Given a few millenia of isolation you'd wind up with humans that may seem more like a spirit species than humans.

Yes... except you then run into the problem that I also run off the principle that for an long-term viable breed, your positive mutations will be counterbalanced by negative ones.

So your tigerman? Must eat meat. Doesn't cope well with long distance running. Needs more sleep than a normal human. You don't just get the positive traits of the animal breed for beastmen, after all.

The way it tends to work out is that mutants are more specialised than baseline humans.
 
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Instead of building societies in Creation, they'd build societies in the Wyld.
The problem here is that that only serves to further isolate Lunars away from Creation as a source of applicable stories which aren't "Fuck the Realm." Primarily because of how the Wyld is Easy to make appealing, being the stomping-ground of their perennial enemies and a place where you can literally make whatever you want, go where you like, all without lasting consequences. To an extent, that's also part of the point and the second-wave Lunar narrative.

The Lunar retreat in the post-Usurpation is presented as the surviving Lunar host collectively rejecting/shirking responsibility for the state of Creation, using the protective buffer of the wyld to avoid the fallout and lick their wounds in peace. Though that gradually took its degenerative toll, it took the Balorian Crusade to "wake up" the Lunar Exalted from that comfortable dream and sweep them back into Creation on a tide of chaos, and like a surly drunk roused from a rough bender, made them face that Reality is what matters.

More than anything, Lunars need something that forces them away from the wyld and into deeper involvement with Creation, so that the fair folk remain a lurking threat at their backs, not the primary aggressor in a Lunar-focused game.
 
Honestly, I can never remember what the canon mutation rules are, but I tend to work on a "the child gets the average of the parent's mutation point cost, rounding towards the mother" as a baseline for how they're inherited.

So a hardcore furry father with 9 mutation points having a child with a baseline human with 0 mutation points is going to have a child with 4 mutation points (4.5, rounding towards the mother's value). So that child is much more catboy/catgirlish. And if they then have a child with normal human, that's going to be a 2 mutation point child which is "Oh yeah, I bought enhanced hearing so I have cat ears".

This has come up a few times in passing in Kerisgame, because in urban areas where beastmen intermingle with baseline humans, the mutation level tends to average downwards in a few generations. So urban beastmen populations tend to be a lot more catgirlish compared to "bipedal cat". And in cosmopolitan areas, there's a wider spread of "a few low level mutations" in the population, as generations of lewdness take their toll.
This seems to be what Jukashi also used in their LunarQuest Shard, with the "catgirl-ish" individuals getting called "Beast-Blooded" by normal humans.
 
I really like that you can use the Revlid Mutation system to produce a mutant race whose positive mutations are at least partially paid for by negative mutations that make them addicted to a drug only you can supply. It gives me the idea of creating a race of Jem'hadar and I cannot help but think it is really cool that you can do something like this is a fantasy setting.

Does anyone else have any ideas for how to represent a race that would normally belong in a "Scientific" setting in exalted using the Mutation system or other tools? How would you depict Klingons or Vulcans in Exalted?
 
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So I know how Infernals are usually chosen, but how much control do the Yozi have over the process? Could the althing just give it to someone if they could reach an agreement on who?
 
Requesting someone make an artifact First Age energy drink now.
Yearning-For-Might Concoction (Artefact 1)
Cost:
1m
Aspect: Solar; Capacity: 1m; Charge: None
A drink, containing nothing but sheer Essence and power, woven into the water sealed within. Upon drinking this concoction (which tastes sugary and fizzles with the Essence within, reacting to the air), the character automatically spends the concoction's single mote to recover a single level of Fatigue. After an hour without another drink, however, this Fatigue level returns in addition to any other Fatigue levels accrued.

This artifact can't be recharged and is rendered useless upon drinking of it.

(I don't actually consider this valid artifact design, I just thought it was funny.)
 
I really appreciate the mention of the Goshun, as I hadn't heard of them before. Does anyone know which book would be the place to look for more information on them?

Were they presented as an exclusive to Chiaroscuro group of beings? It might be fun to use them as a jumping point.
 
I really appreciate the mention of the Goshun, as I hadn't heard of them before. Does anyone know which book would be the place to look for more information on them?

Were they presented as an exclusive to Chiaroscuro group of beings? It might be fun to use them as a jumping point.
They're in the South splat. They're referenced in the Charoscuro chapter, and briefly detailed in the Gods and Monsters chapter.

They exist, but not in a super detailed fashion.
 
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