How the fuck would you even deal with this thing.

Move away from it. The core problem with Endless Desert Shintai is the inability to dash, which makes it pretty easy for a movement-focused combat build to simply not be in the affected area. The purpose of this combination was to completely obliterate a fixed position which can't move. Specifically, I ate Bluehaven, which was pretty funny.

Laugh that it isn't meaningfully more deadly to mortals then Greater Shintai of the Endless Desert alone. :V

Who does anything close to this to fight plain mortals? Just cast Cantata of Empty Voices, it's easier to get and has a larger area.

When you're done laughing, just kite the extremely slow moving sandstorm from the air with explosive canons or incendiary grenades or something else that can't be parried. Since it's a mile wide, it's basically impossible to miss. Continue until it either runs out of motes and health levels or realizes that being a giant target sucks.

Uh, no. First, the point of this is to wreck a defended fortification, field army or other valuable stuff that can't run away, not chase down Solar Archery characters. Second, you're dematerialized, stuff needs to get around that with a scenelong effect if it wants to be at all efficient, which reduces your actual threat surface to 'other Exalt-tier opponents'. Third, you get your full access to all your defensive Charms anyway, because the Charm does not remove it, not that you really need it for most things - unparryable AoE attacks that can strike immaterial targets are not generally accessible without motes and an Exaltation. If they have a ranged, unparryable AoE attack that can strike immaterial targets, tank it with PDs until you have destroyed the strategic objective you were there to destroy and then change tactics.

The point of this particular construct is to create a WMD-like effect to destroy fortified enemy hardpoints while being only vulnerable to Exalted-level opposition, and even then not by much more than you would otherwise normally be (remember, the charm is sorcerous and motes are not committed). Don't use it to fight duels!
 
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All good ideas (thanks!), some variations of which I had, but for various reasons they're not applicable (most notably, high MDVs, highly isolated compound, lack of Summon Elemental or Larceny Charms). On the bright side, we do use the Sorc's ability to (a) summon a demon to tell us where the thing is hidden and (b) summoning 'two-way radio' demons so we can coordinate an on-demand diversion if things go south.
Dude, you have demon summoning.
Why exactly is poisoning their food supplies beyond a dematerialized neomah, say?

I mean, working off 2E's Glorious Divinity?
Neomah have shapechange even when materialized for infiltration.
Amphelisae are explicitly summoned because they can produce enough poison to poison an entire city; anhules produce a range of poisons depending on the breed, ranging from hallucinogens to lethals.
Either would serve as a donor of poison.

Sesseljae, also known as stomach bugs, have Medicine 5; in combination with First, Second and Third Medicine Excellencies, they are also absurdly cheap to bribe(just bring alcohol).
Summon one, pay it in booze, have IT craft the poison using the donor's contribution as a base, and have a neomah insert it into the enemy compound.

Perhaps this is just me, but you seem to be making this much more difficult than it actually is.
 
Dude, you have demon summoning.
Why exactly is poisoning their food supplies beyond a dematerialized neomah, say?

I mean, working off 2E's Glorious Divinity?
Neomah have shapechange even when materialized for infiltration.

Note that neomah shape changes can only be to things that are recognisably neomah. The shape changes are there so they can have girl bits, boy bits, both bits, or whatever their client wants.

So, no, it's not for infiltration.
 
Note that neomah shape changes can only be to things that are recognisably neomah. The shape changes are there so they can have girl bits, boy bits, both bits, or whatever their client wants.

So, no, it's not for infiltration.
I'd have thought that given the varied looks of people in Creation, a neomah would be able to pass.
Still, the example neomah in 2nd Ed Core has Dex 5, Stealth 2 and First, Second and Third Excellencies for Stealth.
I'm sure they can manage regardless.
 
If your level-boss encounter is sufficiently narrow that it can be voided by simply brute-forcing a series of successful attack rolls towards enemy forces, you're not really giving your players enough to do. Which isn't to say, cater primarily to the Dawn/fighty-PCs exclusively and ignore everyone else in favor of stacking more bodies between them and victory.

Admittedly, Exalted has never given any good guidelines for how to manage anything but this approach to combat (and Ex3 has only doubled down on it worse), so no one is really to blame here but the books coming up short as presenting itself as anything but a slugfest simulator. But ideally, you want to give your players several equally or more pressing options to engage with during the scene other than making attack rolls, if you want circle vs single-character battles to be meaningful in some fashion.

Think about how many movies you watched where a bunch of dudes simply squared off against a series of other dudes in a scenic setpiece, one which didn't matter to the fight whatsoever. Its not all that many is it? You need to take your idea of the Action Economy and apply it towards, "how can I bleed away potential-attack actions from the PCs that make fighting this enemy fair, but also giving them room to feel like they are being a valuable contributing factor towards their success."

Because every action your PCs are forced to divert away from the enemy and into other areas is one less attack it is forced to contend with, and thus the number of combatants it can be built to deal with shrinks measurably as well. At the same time though, no one likes to do "nothing" in an action sequence, even if its something contextually-vital like piloting rolls made to stop an airship from plowing into the southern mountains before the fight is finished. So you need to give those characters who Aren't making attack actions something more than just a roll against a difficulty, but their own kind of "abstracted damage" which can be used to sway the fight itself.

Like, lets loop back to that airship in freefall. Maybe there IS a small collection of mooks onboard, but they aren't actively fighting so much as setting fires to the rigging and trying to secure the belowdecks so they can use the hull to survive the crash themselves. That means they are a danger to the airship itself as a future investment by the PCs, and can be considered a "threat" needing addressing even if they aren't pinging swords off anyone's armor. So your job as ST is to let your player at the helm of the ship know that his piloting roll is more than just "land safely," but also "preserving the quality of the ship" by allowing their evasive actions to shake these guys overboard, while the other PCs certainly already have the kind of presence of mind to brace for a balance check.

Its things like THAT which make a combat feel climatic and memorable for more than just overpowering attackers via force of numbers and dice-rolls made. And personally, the one I would devote the most time into rather than preparing the exact charm strategy of your endboss, or arranging his actions so everyone opens things up with something besides "how do I make my strongest attack/resist their strongest attack."
 
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If your level-boss encounter is sufficiently narrow that it can be voided by simply brute-forcing a series of successful attack rolls towards enemy forces, you're not really giving your players enough to do. Which isn't to say, cater primarily to the Dawn/fighty-PCs exclusively and ignore everyone else in favor of stacking more bodies between them and victory.
This is good advice, but honestly it's stuff I mostly know already. While this specific fight was short, it went fairly well all-considered: the Dawn took point, the Night tried to stealth up and go for a backstab (but was successfully countered), the Twilight disrupted the Silence's combat buff and drew her attention away from the main hitter. Only the Zenith didn't really get a 'thing' to do and that's because the fight went too fast for his ability to inflict aggravated damage to shut down her healing powers. But in the basic design of the fight everyone had a character-appropriate role to fulfill.

What doesn't appear in my retelling is the fact that the Silence was a dark reflection of the group's Twilight; she didn't come out of nowhere but was specifically brought about by her own actions, and used the Twilight's spell list and White Reaper Charms (though, more of them). I mostly just wish I'd had better luck with dice and thought better on my feet to threaten them more, but as climactic battles engaging the group beyond "sack of HLs to hit" go it went fairly well I think.
 
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This is a thought exercise, not any houserule I'm considering:

Mote pool size is all-important to combat effectiveness. In 2e, more Essence means more perfect defenses, which means more survival. There are Charms which increase an Exalt's mote pool, but they have specific limits and conditions.

Assume those didn't exist. Instead, an Exalt can increase their mote pool directly by spending xp, with no ceiling. More motes is always good, but xp also determines your ability to buy Charms to actually use those motes. What is the highest xp-per-mote rate at which you would consider purchasing motes? If the cost were set just below that threshold, how much xp would you spend on motes relative to other purchases?

For the purposes of this disregard the problem of elder NPCs having virtually infinite experience and thus motes. I'm interested specifically in player-side balance and opportunity costs.
 
This is a thought exercise, not any houserule I'm considering:

Mote pool size is all-important to combat effectiveness. In 2e, more Essence means more perfect defenses, which means more survival. There are Charms which increase an Exalt's mote pool, but they have specific limits and conditions.

Assume those didn't exist. Instead, an Exalt can increase their mote pool directly by spending xp, with no ceiling. More motes is always good, but xp also determines your ability to buy Charms to actually use those motes. What is the highest xp-per-mote rate at which you would consider purchasing motes? If the cost were set just below that threshold, how much xp would you spend on motes relative to other purchases?

For the purposes of this disregard the problem of elder NPCs having virtually infinite experience and thus motes. I'm interested specifically in player-side balance and opportunity costs.

As long as your cost to buy 1m is such that buying 1 dot of permanent Essence gives a greater or equal number of motes, you won't buy motes with xp, simply because a permanent essence purchase not only gives you more motes, but also makes you significantly more powerful. Keep this in mind for every dot of permanent essence.
 
This is a thought exercise, not any houserule I'm considering:

Well, it'd depend on the campaign. A campaign with more physical combat is going to see a greater investment in not dying when something looks your way. A campaign that's mostly focused on stealth is even less likely to see mote boosters than an slower paced empire building/social combat based campaign because all such mote boosters increase peripheral motes. That kinda wrecks the whole 'stealth' thing when most of your PCs can expect to be really damn obvious with any major action.

Also, as MJ pointed out, more motes does not mean more powerful in quite the same way more permanent Essence does. Then again, raising Essence is expensive and the cost increases exponentially, while Charm costs... don't.
 
Well, it'd depend on the campaign. A campaign with more physical combat is going to see a greater investment in not dying when something looks your way. A campaign that's mostly focused on stealth is even less likely to see mote boosters than an slower paced empire building/social combat based campaign because all such mote boosters increase peripheral motes. That kinda wrecks the whole 'stealth' thing when most of your PCs can expect to be really damn obvious with any major action.
CANON Mote expanders wreck the whole stealth thing.

For all we know, they might be increasing personal motes directly in Omicrons system.
 
Soo... couldn't you adapt the Summon Elemental part of the proposed plan to instead summon an appropriate Demon?
Dude, you have demon summoning.

As I said, I'll bring up the more demonic approach to the whole affair in general. But will have to do it either OOC, or without giving any specific ideas beyond 'why not have a demon do it?', because my character doesn't know anything worth mentioning about demons. (Which is another reason why my primary focus was follow-up poisons - because my character at least knows stuff about those.)

CANON Mote expanders wreck the whole stealth thing.

For all we know, they might be increasing personal motes directly in Omicrons system.
Even canon Peripheral Mote expanders aren't that much worse than Personal Motes for a Night Caste. At least until one needs to dump 20+ Motes into Obvious Charms. The one-mote (two-mote in 3e?) surcharge is maybe +10% to +20% price increase if one mostly spends Motes in big chunks. Which is why I'm planning to eventually get Immanent Solar Glory.
 
As I said, I'll bring up the more demonic approach to the whole affair in general. But will have to do it either OOC, or without giving any specific ideas beyond 'why not have a demon do it?', because my character doesn't know anything worth mentioning about demons. (Which is another reason why my primary focus was follow-up poisons - because my character at least knows stuff about those.)

If you're gonna bring up demon summoning OOC, maybe suggest a Bisclavaret? They're admittedly pretty dumb, but they have Dex 4, Larceny 5, Stealth 5, excellencies in Larceny and Stealth, shapechanging, fear generation, and limited mind control. Also, their Limit Condition is pretty easy to handle - they gain limit for each day they go without scaring someone, so you don't need to worry about them doing bad stuff if you summon them short term. Another option could be a Gethin - they're less stealthy, but more intelligent, and can steal identities (complete with acquiring memories from the person whose identity they stole).

Both of these have the advantage of being obscurity 3, which means that anyone with Occult 3 (a.k.a. the prerequisite for sorcery) can be assumed to have accurate knowledge of what they are.
 
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So! Kerisgame 52... happened. Keris found out about the keruby (omg elly so cute!), and the understanding of their fluidity finally pushed Dulmea into becoming aware of the way she's changed from absorbing a Shintai. Her real body is the music now; her chell are merely avatars - the physical form she takes is just a super-chell, not fundamentally different from any of the others. She's, heh. Similar to the way Madelrada exists within her army, as a matter of fact. And given that Madelrada is one of the Unquestionable with interests in An Teng, Keris probably knows about her nature, which means so does Dulmea. Perhaps that's what she needs some privacy to think good and hard about.

Trigger warning for some dubious consent stuff near the end here. Without going into too much detail, Keris is halfway through the beginning of a very pleasant dream involving Sasi and a bed back in An Teng, and then Adorjan apparently remembers that she ran into Keris a month and a half ago and decides to visit her in a dream to act as a tutor for Love-Born Sweet Fancies. It will surprise nobody that this was a rather harrowing experience for Keris. To put it mildly.

But that finally gave rise to Calesco! Wheeee! I am completely unashamed about saying that Calesco is my favourite of all of Keris's souls both current and planned (probably not Keris's favourite, but definitely mine), so allow me to babble about her for a while. ^_^
Eighth Soul of Keris
The Princess Calesco is never seen without her veils, whether they are the physical ones which exist around her, her lies, or darkness. It is her oft-spoken claim that there is nothing to her beneath them, but some who have seen her slip or found truth amidst her deceptions have caught a glimpse of glowing white feathers and blood-irised eyes beneath the satin, and felt a pang of breath-taking agony like an arrow to the heart. She is peerless in the art of disguise, but the form she prefers to take is that of a child approaching puberty, with hair the colour of midnight and honey-chocolate skin covered in intricate, brightly coloured tattoos. They reflect her home; the bubbling predator traps between Marsh and Ruin whose honey-tar leaks out to form brightly coloured scum on the surface of nearby rivers. Though they smell sweet and nourishing, the pits are impossible to escape for those who fall in, and their cries attract others who are trapped in turn. The same scent of caramel clings to Calesco herself; enrapturing to predatory beasts. Hawks will flock to perches near her; never looking away. Wolves follow fawningly in her wake, and clouds of ladybirds hum in the air above her. None of the animals she captivates dare approach her, and most will trail her steps until they die of hunger or exhaustion; unable or unwilling to tear themselves away long enough to eat or rest.

The Midnight Whisper is a melancholy soul. It is her nature to see the painful truths that others avoid, and her calling to convey them to others. Instead of embracing this task, she denies it wherever she can. The powerful are fitting targets for her tongue, but she tries to shield those weaker than her from the ugliness of the world with beautiful falsehoods, becoming bitter and depressed enough to lash out when she fails. Beautiful things bought with the pain or suffering of others will bleed in her presence; ugly black ichor that leaves a stench of rot and decay that can never be cleaned away. She lies to make the world more palatable, but sees through such lies herself and cannot hide from what she knows. Thus, she tries to prove herself better in deed, and is the kindest of the monarchs, doing her best to make her citizens happier and improve their lot in life. She spends time in the City funding public works, and invests heavily in the imperial schools. Always, though, she will sink back into depression in time, lashing out at those who fail to live up to her standards and secluding herself from the world.

So, Echo is Keris's whimsy, the joy she takes from her lethality and the disconcerting intelligence she sometimes shows. Rathan is her conviction in her hatred and grudge-bearing nature, her desire for attention and the cruel sense of poetic humour she shows in her view of justice. Haneyl is her drive to self-improve, her ferociously possessive nature and the cultural imperialist in her that takes ideas she likes and makes them hers with no regard for what their original owners used them for.

Calesco, then, is her compassion and her conscience; the part of her that sees the harm she does and feels guilty. She's the bit of Keris that can see how terrible the world is, but lacks the ability to forget or ignore it. She's "painful truths and comforting lies", and the knowledge that caring and helping is hard, but hurting and harming is easy. A moral centre, if you like - the struggle to do good when destroying is the easiest thing to do with power. She hates what she knows, because it hurts, and so she tries to protect those she sees as innocent from it while punishing those she sees as guilty. Keris is currently rather getting the short end of the stick there, because despite looking ten-ish Calesco is still newborn into a life that hurts, and she's taking it out on her mother. She may warm to her a bit, especially since Keris is currently working on helping the owlriders, which is something she can at most only raise half-hearted objections of "you're still getting something out of it" to, and will probably mostly approve of.

There's a lot of quite interesting nuance to her, really. I deliberately made her as a soul with truths like "no love without pain" and "mortals are fragile" and "casual cruelty is the best route to power; compassion is a weakness" at her core, but who defied them instead of embracing or accepting them. But at the same time, she's not entirely a soft touch. She will, for instance, probably agree - grudgingly, but still agree - with Rathan on the concept of punishing slavers. Just for completely different reasons - and she'll go to war with him over who gets them, because he wants to torture them while she wants to teach them to be better. She's not exactly a pacifist, she's just Compassion and hates the ugliness and pain of the world, and the way that power is so easily used to hurt people.

Her placement in the Domain is quite deliberate. She's directly opposite Rathan (mutual hatred there), who's sort of the Buddhist-esque vice to her virtue (small v's); sloth and vanity and self-indulgent revenge and the easy route of using power selfishly - while Calesco is hard-won painful enlightenment and putting it to a good cause. Amusingly, given this; Rathan's is actually the most accepting and egalitarian of the courts of Krisity, while hers is the least - he doesn't care who you are or what you're like as long as you love him, whereas Calesco has even higher standards than Haneyl in some ways. And she's between the Ruin and the Marsh too; Echo and Haneyl. So beside enlightenment we have joy and self improvement. Haneyl is too attached to material things, and Echo is too free from the world, too willing to flit on and forget about the suffering of others. Heh. You may be able to guess a little about the remaining two souls Keris has yet to bud, actually - they fit between Echo, Rathan and Haneyl in similar ways on the other two Directional borders. And yes, she also has very strong themes of being a predator trap who leaves prey animals untouched. I thought it fitting.

Amusingly enough, despite the fact that she's a demon whose Essence is a weird blend of Adorjan and the Ebon Dragon... I suspect Salina would get along really well with Calesco if they talked for a while. And Calesco would approve of her, because... sigh. While Salina's aspirations did lead to harm, Calesco is too young and too much a soul of Keris to really see it, and Salina's actual in-the-moment attitude is exactly her kind of hard-won painful enlightenment and struggle to do good with power.

Word of God, incidentally; her appearance - all dark skin and dark hair and veils and shadows - is the biggest lie of all the ones she tells. There is something under there. I know exactly what it is, and what her "true" Third Circle form will look like, under the falsehoods.

There is a reason she never lets it show.

And the bonus stuff, as usual. Not much of it, this time - partly because a fair bit of it was about Calesco, and I've already talked about her at length:
Aleph: ... heh. She's E9 now. Her Tiger Empire is bigger. Mostly around the edges. Hah. Dulmea did say the world shook.
EarthScorpion: As it stands, the border regions are even more extremely dominated by the elements and the fog. Keris and her souls will need to shape them more to clear them up a bit - they're totally 'wild' now.
EarthScorpion: All the new areas are currently heavily misty and the snake roams freely in them.
Aleph: ... man, that's an extra 4.5km of radius. That's, like... 230 square km.
Aleph: ... welp. I guess Rathan gets a reprieve for the next few months while Haneyl wages war on the snake.
Aleph: And recruits a bunch of szelkeruby to blow the fog back, which... sigh. Means lots of new sziromkeruby.
EarthScorpion: Remember, her souls can Shape the Domain.
Aleph: Yes, but Haneyl is seven, and gets tired easily.
EarthScorpion: Haneyl: "Which is the best age. I'm going to keep this form even when I'm older!"
Aleph: Also, this gives her an excuse to steal a bunch of szelkeruby.
Aleph: Well, more of an excuse than her usual "MINE!".
...
Aleph: ... sigh. Elly is going to wind up with very high status among other sziromkeruby, simply from the fact that she's Haneyl's best friend, and is therefore present at a lot of Big Events like this (she has a story about the Great Fire as well), and thus has the best stories and has written the definitive works on many of the major events in Krisity that she was around for.
...
EarthScorpion: Oh Adorjan. She just told Keris that the Csend personally wants Keris dead.
EarthScorpion: Heh. You know, I think the Echo-speech way of communication works incredibly well with Adorjan.
EarthScorpion: It means she's not talking. She's acting, and the interpretation is what Keris' mind is putting on her actions.
...
EarthScorpion: ... uh
EarthScorpion: Oh dear
EarthScorpion: Adorjan may in fact make the present she's going to make for Eko-chan using this night's "conception" as a retroactive way to "adopt" Echo properly.
EarthScorpion: Echo pulls a confused face, not sure what that means.
Aleph: Oh dear.
Aleph: A present.
Aleph: Would it be perhaps a sharp and pointy present?
EarthScorpion: It is probably a knife
EarthScorpion: it may well be quite subtle
Aleph: o eko
 
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Does anyone here know what missteps, blunders, and all around poor decisions were made during Exalted's development? All I've heard is some second and third-hand stuff- something about crowdsourcing, design bloat, and generally Doing It Wrong? (Never mind that the head guy behind the system's said some downright appalling things that would make me hesitate to put him out if he was on fire, but that's neither here nor there...)

Failing that, wouldn't mind a summary of Exalted's history as a system from a development POV if anyone cares to summarize it. :p
 
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Does anyone here know what missteps, blunders, and all around poor decisions were made during Exalted's development?
That is... A very long and sprawling story.

For a very shortened summary: 1e for the most part had excellent ideas with execution that was fair-to-good for its time, with some isolated missteps like Lunars and Fair Folk that happened for a variety of reasons. 2e started rocky and mostly only got worse because the editorial mandate was to republish 1e with more wordcount, not build on it or innovate. That fell by the wayside when it became clear that John Chambers, the line developer for 2e, essentially wasn't interested in doing his job which left writers with little to no oversight and a frequent lack of communication with each other.

3e is... I'm not the best person to ask about behind-the-scenes knowledge of it, but if I had to describe it I'd call it a product of the inmates running the asylum.
 
Does anyone here know what missteps, blunders, and all around poor decisions were made during Exalted's development? All I've heard is some second and third-hand stuff- something about crowdsourcing, design bloat, and generally Doing It Wrong? (Never mind that the head guy behind the system's said some downright appalling things that would make me hesitate to put him out if he was on fire, but that's neither here nor there...)

Failing that, wouldn't mind a summary of Exalted's history as a system from a development POV if anyone cares to summarize it. :p

Like what kinds of things do you want to hear about? The issues of the people making it or the mechanical issues? @Imrix has done a great high-level summary, but I can cover some of the mechanical issues, which are pretty glaring. I've covered the mechanical issues with taking the assumptions of oWoD/Trinity and stretching it to epic heroes. And there's also how Exalted stretches a system which isn't designed very well for proactive gaming which leads to a lot of Exalted play being "stop the apocalypse/beat up the boss/etc" instead of the nation-building/empire-building/epic heroes becoming kings game that a lot of its text implies you should be plying.
 
Aleph said:
"High Princess Haneyl Kerisdohkt, Seventh Soul of Keris Dulmeadohkt, Princess of the Green Sun"
Yeah, she's just the greatest, isn't she? Calling herself a Princess of the Green Sun might cause some confusion, though.

"Keris raises an eyebrow - Haneyl definitely likes this demon
Shouldn't this be "deva?"

a suspicious scribbling sound from behind one of the shelves that sounds rather like the creation of a story called "How Queen Dulmea Became Music"
Man, these things are just so cute, they're gonna get taken home.

Adorjan's arrival and Calesco's birth... that was quite something. Adorjan herself has a very interesting viewpoint, that her death was freedom and education. I wonder what Adrian might think of Adorjan, if she's a better existence or if she's just deluded.

Csend's murderous intentions towards Keris are pretty fitting for her, though. Adorjan strikes me as someone who is desperately fleeing their past trauma and trying to rationalize it as a good thing, while moving too fast to ever stop and put real thought into her current state. But her heart knows and plots.

Calesco herself is pretty mysterious. Sired by Adorjan, but she's clearly absorbed LSD (hah!) from Keris. The brief writeup you did for her makes me think that she's a genuine altruist who desires the same in others. She's gonna be in for a lot of disappointment, but maybe she'll produce some of the kindest devas around.
 
Yeah, she's just the greatest, isn't she? Calling herself a Princess of the Green Sun might cause some confusion, though.
... Keris is a Green Sun Princess. Haneyl is a soul of Keris, (who is a) Princess of the Green Sun.
Shouldn't this be "deva?"
Honestly, you could make arguments for either. They aren't bound by the Surrender Oaths that dictate summoning and binding, but they are still subject to those that govern banishment and vulnerability to the essence of the Sun, Moon and Stars.
Calesco herself is pretty mysterious. Sired by Adorjan, but she's clearly absorbed LSD (hah!) from Keris.
Well, technically - in the same way that Sasi is Haneyl's "father" and Rat is Rathan's - Calesco's other parent in terms of physical appearance is Ogi, the woman back in Matasque who Keris accidentally ensnared in a web of destructive love.

Speaking of which, it's not just LSD and ESM she's claimed - I suspect she's also where Tragic Love Amusement lives. She cares easily, but unlike Echo, she can't stop caring - which is why she guards her heart carefully. If Keris ever gets round to buying Factual Determination Analysis, Calesco will almost certainly take that as well.
 
That might be the parent of the lie.

what is she hiding under those veils alef
Ogi's actually the parent of what she looks like with the veils - she was darker-skinned than Keris, and... well, circumstances led to her getting bright tattoos a short while before Keris left her to break the addition-Principle.
Any chance we'll ever hear that part of the story in more detail?
Probably not, tbh. It happened back in Matasque, and it was a very unpleasant and sad story for everyone involved. Keris remains vaguely guilty over it - Ogi was the one who formed her "Mortals Are Fragile" Principle - and you already have the basics. In short; she had a crush on Keris, Keris moved in with her after finding out about Rat, Keris unconsciously developed and used Toxic Love Indulgence on her, and it very nearly destroyed Ogi's life. When she became aware of what she'd done, Keris panicked and used Adorjan Charms to cut all ties with Ogi and break the Intimacy.
 
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