So... the Webway from 40k? Or the Ways from Wheel of Time? Or the eluvians from Dragon Age?

;)

I mean, that's...one, not something a non-Infernal wants to do, because places of Desolation are bad. Two, ripping chunks out of geomancey is not exactly advisable for building meaningful places to move between, as it makes it hard to supply food and water.

Have you seen what the DB do to places when they want something under it? Being able to march any army into or out of the threshold without the risk of a blockade or having to negotiate with the Naval houses is more than enough reason for multiple Great Houses to do it.

Actually, there is a Sapphire Circle Spell (2E) that grants gates for teleportation.

What it does is Summon the Calibration Gate to Heaven.

From there, you may enter Heaven, negotiate for passage with those guarding the gate, get a ride to one of the sixty Gates on the borders of Yu-Shan, and exit at one of sixty pre-determined locations after a few hours of travel. That does cut down on the travel times - it's the same network Sidereals use to get around Creation if necessary. But it's usually restricted to those who can get proper permits from the Celestial Bureaucracy to enter and navigate Yu-Shan.

I imagine the gods would be _thrilled_ with that plan if you try to do it for anything but small scale personal transit.

Exodus Passage Gates (Manse 5)

So, what keeps her from demanding, in the harshest possible terms, that the first idiot to attempt this be drowned in molten glass?

Nothing says she has to allow transit, only how long it must take.
 
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So, what keeps her from demanding, in the harshest possible terms, that the first idiot to attempt this be drowned in molten glass?

Nothing says she has to allow transit, only how long it must take.

Exodus Passage Gates (Manse 5)

The usage of the gates is quite simple. Each individual gate has a unique signature. When the correct gate is 'dialled', at least Resource 5 of materials resonant with the target gate essence are placed on the dais. Within moments, they dissolve into pure elemental essence and are consumed by the arch. The force of the surrender oaths binds Cecylene extorting her to make a straight path between the gates 10 days long. The essence of the demanse, and the sacrificed essence then blaze along this path forging a road bound in the laws of creation.

The manse and resources make a temporary tunnel of Creation proper through Cecylene. A road that she can influence about as well as the Blessed Isle for all that matters. Providing both gates are intact, and you've sacrificed enough resources, its a 10 day hike through whatever environments the 2 demanses embody. E.g. Jungle path leading to a beach

The only way daemons can enter the tunnel is through there normal escape conditions so its perfectly safe provided all parts have been maintained properly.

If they haven't. Best case scenario, some array damage means your convoy is harassed by demons. Terrible but survivable scenario, Arch damage means that the resources aren't used properly, and you've got to make that last few hours/minutes as a dash through the desert before she realises how exposed you are. Worst case, you're basically dead, scenario, the destination Arch goes offline during your journey, and you're stuck with a pissed of titan for 5 days after you've land in the middle of nowhere.

For centuries she endured the Gates scarring paths along her to the point that she apathetically accepts it just throwing daemons at it out of frustration.

When she can be asked to notice and see's she can actually reach the people using the gates? Molten glass rain is the least of your worries.
 
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A question on sorcery. I mean, we all know that sorcery can give you buffs, via things like winds of fate, personal tempest, skin of bronze.... but what about debuffs?

Is it possible for sorcerers to do things like create spells that would give penalties or damage to things of the dead, or things of the wyld?
 
A question on sorcery. I mean, we all know that sorcery can give you buffs, via things like winds of fate, personal tempest, skin of bronze.... but what about debuffs?

Is it possible for sorcerers to do things like create spells that would give penalties or damage to things of the dead, or things of the wyld?
...Maybe? As a targeted shaping thing, you might be able to do something? Burning Eyes of the Offender is functionally a debuff spell...
 
A question on sorcery. I mean, we all know that sorcery can give you buffs, via things like winds of fate, personal tempest, skin of bronze.... but what about debuffs?

Is it possible for sorcerers to do things like create spells that would give penalties or damage to things of the dead, or things of the wyld?
SWLiHN, one of the architects of Creation and one designer of Sorcery says hi, of course I designed an aoe anti-anomoly clause.
 
...Maybe? As a targeted shaping thing, you might be able to do something? Burning Eyes of the Offender is functionally a debuff spell...
Oh. Oh.

Very well then. Let's try this out

*cracks knuckles*

First of all, I need numbers. If I was to use a debuff against fair folk or fae that are used by shamans on the edges of creation, should I use one that causes damage to anything born of the Wyld, or should I have one that causes external penalties. Do Fair Folk and wyld behemoths have arbitrarily high stats or health levels?
 
The Dominion of Iron
Cost: 20m
Duration: 1 day

Taking a piece of iron and using it to draw the sigil of pure, ordinary, boringness in the air, the shaman invokes the mundanity and crushing drudgery of life within Creation. With this sigil as the centre, for 500 yards radius there is an area in which all Fair Folk receive a 3 external penalty to all actions, the aura of normality hindering the living narratives their bodies are made of.
 
The Dominion of Iron
Cost: 20m
Duration: 1 day

Taking a piece of iron and using it to draw the sigil of pure, ordinary, boringness in the air, the shaman invokes the mundanity and crushing drudgery of life within Creation. With this sigil as the centre, for 500 yards radius there is an area in which all Fair Folk receive a 3 external penalty to all actions, the aura of normality hindering the living narratives their bodies are made of.
I'm assuming that this is Terrestrial. 500 yards radius is crazy for this level of spell.

Keep in mind that a -3 external penalty basically takes away 6 dice. Basically a skilled soldier could take on a Fae by themselves.
 
I'm assuming that this is Terrestrial. 500 yards radius is crazy for this level of spell.

Keep in mind that a -3 external penalty basically takes away 6 dice. Basically a skilled soldier could take on a Fae by themselves.
Whoops. Maybe as a diameter?

Ain't that kinda the thing that's normal for sorcery? Burning eyes if the offender gives penalties based on casters essence. In 2e, that's a 3.
 
Whoops. Maybe as a diameter?

Ain't that kinda the thing that's normal for sorcery? Burning eyes if the offender gives penalties based on casters essence. In 2e, that's a 3.
Instead of a circular area, maybe change it to a symbolic 'strike' with the iron that inflicts -2 effect onto all Fae straight ahead out to Long range?
 
So! I've been slowly cobbling together an Infernal Exalt who uses the Anchor system for his Sorcery, and had the idea of him tying two Emerald-Circle spells to his Ally (Asoha Rata) Background. Now, converting Food From the Aerial Table is pretty easy, since you just change the aesthetic appearance from "petals fall from the sky and condense into food" to "a rich banquet of mushrooms, root vegetables, and fruiting vines manifest from the ground", but the other one is rather more problematic to convert.

Tree of the Butcher Birds
Cost: 18m
Target: Location


In the depths of the Labyrinth fly the Butcher Birds of the dead, skeleton owls of black-thorned iron, whose eyes burn from within with cold blue flame. A skilled necromancer may evoke them, to cause fear and death over a region. First, the necromancer must obtain or make a polished lump of iron, the size of a chicken's egg. To cast this spell, the necromancer plants the egg at sunset. This is a dramatic action taking 15 minutes. Once this has been done, the egg hatches, a twenty-three yard tall tree of barbed iron growing from it, and like grotesque fruit, the Butcher Birds hang from the branches.

The Butcher Birds have the statistics of a strix from the Exalted corebook, except they are Creatures of Death, and count as wearing reinforced breastplates, from their metal-thorn bones. There are initially (Necromancer's Essence) Butcher Birds, and during the night, they will fly out, attacking anything alive. The iron-thorned birds will roam up to seven miles from their tree during the night, but become immobile and paralysed if exposed to sunlight, so will always try to return before sunrise. Animals they will kill, but sapient beings and Wyld-creatures they will attempt to grapple, and take back to their tree, whereupon they impale their victim and leave them to die. New Butcher Birds are produced in a square number system; the first new Bird requires one victim, the second requires four new victims, the third nine, and so on. The death of older birds does not reset the counter. The necromancer may also help by impaling victims, and the Butcher Birds obey him as a bound demon would, but will not willingly move than seven miles from their tree.

The issue is that it's a Necromancy spell, which are supposed to be folded into Sorcery under the rewrite, but the overall mechanics and aesthetic are very, very Abyssal. It summons a big tree full of evil owl skeletons that fly around at night killing animals and abducting sapient creatures so they can impale them on the tree's branches.

I can see a fairly straightforward aesthetic conversion where you instead plant a seed from one of Asoha Rata's trees, which then grows to maturity in a night and starts spawning not-Nurglings from its roots, but I can't figure out how to convert the actual mechanics and functions of the spell to reflect that. Help?
 
The issue is that it's a Necromancy spell, which are supposed to be folded into Sorcery under the rewrite, but the overall mechanics and aesthetic are very, very Abyssal. It summons a big tree full of evil owl skeletons that fly around at night killing animals and abducting sapient creatures so they can impale them on the tree's branches.

I can see a fairly straightforward aesthetic conversion where you instead plant a seed from one of Asoha Rata's trees, which then grows to maturity in a night and starts spawning not-Nurglings from its roots, but I can't figure out how to convert the actual mechanics and functions of the spell to reflect that. Help?

Hmm.

So, if I was reworking it, I'd probably just have it make it a tree that serves as a "spawn point" for animal-level sorcerous constructs that respawn when killed, so it's basically a mob generator from DOTA or LOL. I'd get rid of the body thing, or possibly make it a necrotic upgrade thing that makes it better at spawning mobs if you upgrade it by sacrificing things to it. And, like, hmm, balance it so the same core mechanics can support "this thing makes a few tigers" and "this thing creates swarms of locusts or flies or pigeons that eat everything in the area".

The way to stop it is for the heroes to get to the spawn-point and destroy it. You probably get some gold for destroying the spawn point lol, probably because a Resources sacrifice is required to make the spawn point so if you wreck it you can steal the resources.
 
People just have to kind of get used to the ghostly voice that echoes over the land after you killed the spawn point.

"...who was that?" "We're not sure."
 
People just have to kind of get used to the ghostly voice that echoes over the land after you killed the spawn point.

"...who was that?" "We're not sure."
This makes me imagine artificial Spirits created by the Solars to assist with the logistical management of their kingdoms, who would inform their masters of relevant information with their sourceless, echoing voices from the sky, or with auditory signals and discrete glowing pictograms that appeared in the corner of their master's eye. Like if the Solar was working on infrastructure the spirit would tell them "you require more Vespene Gas" or "you must construct additional Pylons."

However, they would also tell them stuff like "your base is under attack," and so the Sidereals hunted them down and slew most of them so that they could not alert their masters during the Usurpation. Those few that remain in Creation today are a lucky few that survived the Solar purge or those that were gifted to prominent Dragon-Blooded Gens that went unmolested on through the Shogunate. As 99.99% of the time the spirits' original masters and their heirs have died off, they tend to either wander around spooking the shit out of people, latching onto random people to serve as their new masters and spooking the shit out of them, or being wrangled into serving a specific person and far less frequently spooking the shit out of them.
 
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Strike of Mundanity
Duration: 1 day
Cost: 15m

Channeling the essence of iron and using it to write out the mudra of sheer boringness in the air, the sorcerer releases a blast of pure, utter, banality in front of him. The blast travels 100 yards, is 10 yards high, and 30 yards wide. The blast, upon hitting any Fair Folk or being with a connection to the Wyld, causes a -4 penalty to any and all actions for the next 24 hours. Those who are not born from Chaos are not affected by this spell.

Various versions of this spell exist, under various names, for Creatures of Darkness, Demons, Undead, and Spiritual beings.
 
Death Stare
Cost: 8m
Duration: Instant
Keyword: Shaping

The Gaze of Balor was a deadly thing, capable of turning vast armies of gods, elementals, spirits, and mortals into naught but dust and ash. This is but a lesser version of such a thing. The sorcerer glares upon a chosen target, and focuses his negative feelings upon it. The target, if a mortal, dies immediately. If an Essence user, it rolls Essence + integrity against the sorcerer's Intelligence + Occult. If the sorcerer wins, the target dies. If the target wins, he is immune to the spell for the rest of the day.

The target can die in a variety of ways, depending on the sorcerer. Some are petrified. Some are transmuted to ash or water. Some simply drop dead. Some simply explode, viscera coating the walls and ground surrounding them. Some simply fall to the ground, screaming in agony until their hearts burst.

A/N: Needs work on the rolloff mechanism.
 
I can not possibly fathom how on EARTH you think that a 8m terrestrial level spell that straight up kills someone is a good idea.
 
Hmm.... true. 15 motes? I'm thinking of something along the lines of the evil eye or something. Deadly to mortals. Looks impressive. But meh to exalted or essence users.
Your main problem is that your concept sucks. Extras are already extras, killing them is trivial. Heroic mortals should not get chumped for 8m without any recourse at any level. Plus making it literally a save-or-die spell and forcing a roll off where the enemy will always be at a disadvantage (hint: Essence does not increase fast, usually caps at 5, and can't be boosted by excellencies) is preeeeeety shit game design
 
Figure I might as well elaborate this since people have expressed interest to me on Discord.

The two homebrew Deathlords I have up in the thread are done with @EarthScorpion's model as opposed to canon or another or what, and part of that is because of what they are instead of just their actual function as gameable villains (though that's part of the appeal too). I don't think others have thought quite as hard as this about me, so I'll articulate why I say this, and what I see here. It has to do with their position to the psuedo-Samsaric nature of Creation and how Buddhism (some versions/aspects of it at least) intersect it. It's a big faith (I am also not an expert) and not all parts of it hold all these things to be the same, so caveat lector.

The Buddhist conception of upādāna usually gets translated as "attachment", which comes from taṇhā (cravings/desires). To achieve nirvana is to step outside of the cycle of reincarnation and death. Parinirvāṇa is a particular kind of nirvana that, in some Mahāyāna scripture, includes a fundamental dissolution of the 'self' - already something that doesn't exist as an immutable, normative thing in Buddhist theology, but rather as an agglomeration of karma and other things. To quote someone (admittedly also Western) vastly more familiar than I:
Article:
Perhaps the single most distinctive and radical of the Buddha's teachings was the notion of the non-substantiality of the self, the doctrine referred to in the Pali scriptures as anattaa (Sanskrit: anaatman) and usually rendered in English as the view of "no-self" or "non-self."[6] As an corollary of the principle of conditionality (pratiitya-samutpaada) and as one of the three marks of samsaric existence (along with impermanence and unsatisfactoriness), the doctrine of the nonsubsantiality of the self lies at the very of heart of the Dharma. With the emergence of modern scientific notions of change and indeterminacy it is easy to loose sight of just how radical this idea would have seemed in the Buddha's day. The notion of an essential, enduring, and immutable "self" (aatman or jiiva) lying at the core of personal identity was one of the central themes of the diverse Upanishadic speculations characteristic of the Age of the Wanderers into which the Buddha was born.[7] While other thinkers of this period also challenged the notion of an essential or substantial self, the Buddha's rejection of an aatman was unique in that, unlike the skeptics and materialists of his day, he simultaneously maintained a notion of ethical or karmic continuity, one that persisted not just throughout the life of the individual, but over multiple lifetimes as well. Indeed the Buddha went so far as to assert that his notion of "no-self" was actually necessary to sustain any theory of ethical continuity and efficacy over time. But how then was this continuity to be secured? How could actions performed in the past effect consequences at some point in the future?

This brings us back to Creation.

Let's use my own work as an example, since I've focused actively on these aspects. Both of my Deathlords are beings defined by stagnation, impulse made neurosis, and classical tragedy: Last Word is defined by shame and determination to control legacy (while being unable to), and Smiling Ape is defined by having nothing left but the hollow pursuit of a fight he will never, ever get.

They go to the bottom of the world, compelled by their upādāna until they become slaves to it. Last Word must self-define. Smiling Ape must fight good fights. They exit the cycle of death and rebirth, sinking like spiritual anchors to the bottom of the world, stuck as a single definite self, made so only by upādāna in a sort of inverted nirvana. A spiritual nadir. An anchor sitting forever in a puddle of spiritual filth in nega-enlightenment that seeks to destroy the whole of everything - but, where the Buddhist tradition emphasizes non-being as a state wherein peace can be found, the Deathlords try to pull everything into forever-death of permanent dukkha. An miserable self-contradictory un-real instead of a peaceful absence of existence.

(There's also the Shinto aspect of kegare to this all - they are literal radiators of metaphysical rot and decay, after all. But that's not what I'm focusing on here.)

This is why the model works so well for larger-than-life-and-death villainy and motives: it's literal all-consuming motivation. Deathlords then become about the worst impulses we have, because they are slaves to those impulses and drives, the id rearing up like a cobra to hollow out the ego and superego.

Deathlords are self-destructive impulses grown wild like cancer. Deathlords are bad habits, cruelty, obsession, unquenchable neurosis; illness of existence and mind and soul. Deathlords are black holes that sink, and take the world with them into screaming un-being. They are a cup with a hole in the bottom that will never be full.

Which just means they're about the worst that people can do. Which makes them great villains.
 
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I've been thinking about Martial Arts in Exalted (on a related note, Into The Badlands is an awesome show, WATCH IT). I'm having trouble explaining what I'm thinking, so I'll just outline my ideas in barebones.
  1. Martial Arts as it currently stands doesn't lend itself to games where maybe you don't want to throw Exalts at your players. Maybe you want to have them travel to a monastery and face a wise old master and his students without making said master an Exalt or having them chump him.
  2. My proposal to fix this is to open up the first 2 to 3 Martial Arts Charms (Essence 1 only) in each Style to those with unenlightened Essence by way of a 'Kata' mechanic.
  3. Under this idea Essence 1 Martial Arts Charms would have a list of movements. For Exalts and those who can manipulate their own Essence these are a just a convenient way to earn stunt bonuses. For those who don't have said ability, this list of movements lets them 'trigger' the Charm IF they are 'attuned' to the Essence type the style uses. For example, a student of the Crane Style might spend a great deal of time contemplating or practicing peaceful resolution. He might meditate upon a cliff edge, suffusing himself with Air aspected Essence and spend his free time doing charitable works. While he holds to this regime his Essence is reflexively defensive and peaceful and when combined with the kata (a series of movements over several turns that MUST be performed perfectly (a MA + Occult roll I guess) without interruption (possibly by modelled by taking Initiative damage?)) produces the Charm. This (I believe) opens up fun story opportunities like allowing your social-specced player to leave a master of White Reaper defenseless by making him feel remorse for the killing he has done or sabotaging the meals of a school with drugs so that at the morning's fight none of them are able to achieve the correct mindset to use their arts.
  4. Of course, optimally this would not be open to players, as the weaselly little fucks (a part of me screams out in protest) would break any such system inside out, but would rather give the guy running the game a set of tools to throw around. If your players are getting cocky when dealing with mortals place a Tiger Style dojo at the next town so that they can be confronted by a brash mortal martial artist who can use Crimson Leaping Cat Technique, Striking Fury Claws and maybe even Tiger Form (remember those charm-enhanced strikes can be stunted to deal lethal damage!) to try and keep the affairs of mortals at least somewhat relevant.
Thoughts?
 
I'm in shipping mode right now and I need SzorenyxTED to be a real thing in canon, if only for the love triangle drama between them and Isidoros.

Text is provided by the wonderful Wise Old Guru on the OPP forum.

Silver Tree of the Mirror Forest and Ebon Dragon of Unlit Darkness.

...this is one of the Sixteen Forbidden Ships, detailed in sacred scrolls bound with unbreakable sapphire locks whose keys are held by the Maiden of Serenity. These relationships are so threatening to the fabric of history that they must be sealed away outside of Time. The Joybringers are dispatched to steal the thoughts of those who would write poems on these forbidden subjects, and to prevent the births of those who might otherwise be destined to launch such a ship. If any of the Forbidden Ships were to leave the realm of fiction and enter into reality, the resulting devastation would be cataclysmic.

Szoreny, the Silver Forest, inverted though he may be, is a tree of worlds. His limbs branch outward and outward to infinity, endless variations of mimicry depicting every possible version. To move Szoreny is to move yourself. To love Szoreny is to no longer need Szoreny: for in loving Szoreny, you must look upon every version of yourself and learn, through the Silver Forest, to love yourself in all your splendid varieties.

The Ebon Dragon is the Shadow of All Things, the darkness cast by the world's imperfections as they stand before the Light. The inventor of colors and the darkness that hides them from sight, a traitor even to himself, a coward who journeys where others dare not tread, he is a complex creature filled with myriad contradictions, and not least of these is that he loves only doomed things. Were the Shadow of All Things to love the Silver Forest, he would come to love himself...and in so doing, he would be doomed.

 
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