For me, the problem comes from rooting Lunar opposition to the Realm in terms of tearing down the usurpers, vengeance for the fallen age, etc etc. As you say @Pale Wolf, it's bunk.

That said, it is valid, I think, to suggest that Lunars have a broadly unified opinion of the Realm, and it comes from the fact that the Realm has a unified opinion of them. Like, set aside the ideology, ignore the fact that many Lunars will have dim memories of Past Lives who died in the Usurpation and there are Elders ranting about a legacy of dreams wasted by war, ignore the fact that the Immaculate Order paints Lunars as abominations against all that is harmonious. Set that aside.

The Realm is a jackbooted empire built to put the Dragonblooded in charge, where they can stomp on anything that opposes them and take whatever they want.

If you Exalted as a Lunar, then the vast majority of the time you grew up in the Threshold, in which case there are basically two options. Either you were born in a Satrapy, in which case the Realm is an oppressive imperial overlord responsible for crushing taxes and the grinding poverty most of your people live in, or you were born in some far-flung nation that neighbours the Realm's reach, and you've grown up hearing stories of the Scarlet Empress and her terrible legions who crush dissent under their jadesteel tread.

The point is, nobody likes the Realm except for the Dynasties it props up, but people tolerate it because they don't have a realistic alternative in the face of the Scarlet Empire's military might... Unless you've just had an argent supernova latch onto your soul, filling your veins with protean lightning.

The whole "tear down the usurpers, vengeance for the fallen age!" thing is unnecessary. You don't need it. Keep it around as rhetoric if you like, a rallying cry that almost nobody really believes in anymore. It's easy to justify a majority of modern Lunars opposing the Realm, because there are plenty of modern, practical reasons to do so.
 
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Absolutely, @Imrix. But if three hundred Celestial Exalted are unified in that goal and in how to go about it, then the setting is probably gonna get unrecognizeable - because three hundred ununified Celestial Exalted adding into the mix is supposed to change everything and shatter the pillars of Creation.

Everything Lunars can agree on is going to probably have been accomplished for a good long while now - the Realm is unpopular worldwide, in personal terms they're the strongest group in-setting, and this is completely discounting the fact that significant swathes of Heaven will also be on their side, or at least against the side of the Bronze Faction.

But we don't actually want it so accomplished that the Realm is no longer hegemon and the setting turns unrecognizeable.

I don't imagine they like the Realm - like, 'the entire Caul unifies again to take the fight to the Blessed Isle' is totally a possibility. But 'take down the Realm' isn't their objective - 'set my people free' is their objective.

A lot of these operations will in fact be directed against the Realm and dislodging its control somewhere. But it's not a unified crusade, it's three hundred guys advancing their own objectives.

The Silver Pact unified as a grand army shouldn't be the starting assumption - it should be a terrifying proposition, a grand moment in history, a thing for PCs to prevent, cause, or try to survive after it's happened.

Because three hundred Celestial Exalted unified to one purpose should shake the world. That should be a monstrous force PCs have the opportunity to face or unleash. It's the silver equivalent of the Yozis breaking out - once you get that large a force of Exalted dedicated to a goal, you have entered Primordial War territory. It should be a possibility, but not the default.
 
Sure, but you can't do it casually in you head at the table...

I can, actually.

If they want to obfuscate probabilities, they're gonna have to try harder. Unfortunately, the qualities that make a system of probabilities genuinely hard to understand are qualities that are very very bad for a game system.

The problem comes from treating the Lunars as a singular thing. A singular thing of that power level would have completely reshaped the setting - not just had impacts on it, the whole thing would be upended.

But... why are we treating the Lunars as a singular thing?

Agreed.

I think this is also one of their major thematic/mechanical problems. People are very keen to limit them, to avoid weird abilities that only kind of fit the rest of the splat. But too much definition is bad for a splat.

You could pare down Solars to "the Exalted of human excellence" and they'd work fine. But they wouldn't be better. The laser beams, the phantom horses, the occasional teleportation...it's a good thing that they have all that.
 
As people said above: this doesn't actually work, because I (or anyone who knows basic statistics and has access to a computer) can do it anyway. Starting an arms race of overcomplex dice system vs person with a compiler is dumb, because it is impossible to win. Anyone who thinks it's possible to actually obfuscate the probabilities is using crazy moon logic: you have one session of doing so before the irritated player writes a dicebot and brings it to the next session.

e: Hell, the last game I played with funky dice mechanics, Weapons of the Gods / Legends of the Wulin, provided the probability-of-success chart in the back of the book just to save the numbercrunching fanbase some time!
It doesn't work against hardcore crunchers. It did seem to work against lesser beings . . . less-crunchy . . . less crunch-inclined players. Or at least WoD Difficulty-based mechanics (think Sidereal TN-shifting) did make players that were halfway between non-crunchers and crunchers incapable of precisely predicting the likeliness of outcomes in their heads/at the table. Particularly at tables that insist at not using anything except paper and physical dice during play.
I don't like it, but it does seem to work against the part of the gaming community for which it was intended.
 
Absolutely, @Imrix. But if three hundred Celestial Exalted are unified in that goal and in how to go about it, then the setting is probably gonna get unrecognizeable - because three hundred ununified Celestial Exalted adding into the mix is supposed to change everything and shatter the pillars of Creation.
Yeah pretty much. Lunars work best as a collaberative coalition rather than anything truly unified. Also worth noting; three hundred Celestials working together is a world-shaking force... But so are the Ten Thousand Dragons.
 
I think some of the best things you could do with Lunars not affecting Creation (well post Contagion), is that the majority of them were at the edge of the world, and that got dumped into the Deep Wyld/Pure Chaos. So all the Elder Lunars in Creations are the ones that didn't fall into the Wyld. The Other's, well they are still out there, harrying great monsters that would otherwise erode Creation further, who unopposed, would slaughter their way through the Threshold before the Realm can throw them back. Lunar's who shatter Hordes of Raksha for they can through themselves against Creation.

And they do not just move against the Wyld, they search the Depths of the Underworld, crippling the industries of the Greater Dead (Or why I don't have to worry about the Island 5 fleet(1)), Hunting the Hektonhires, Destroying the Deathlords before they can threaten Creation.



(1) Well, I do, but 3 Lunars fucking up the Atelier Manses geomancy (2), stealing the Soulsteel, and the Sidereals finding out is always nice.
(2) Fuck your Factory-Cathedral Silver Prince, your geomancy is screwed to shit.
 
The Silver Pact unified as a grand army shouldn't be the starting assumption - it should be a terrifying proposition, a grand moment in history, a thing for PCs to prevent, cause, or try to survive after it's happened.

I'd just like to point out that TAW devised this as a solution literally years ago. The Silver Pact shattered in the Shogunate as the generational divide between the High First Age Lunars and the (high attrition) Shogunate Lunars led to open conflict. For some reason, quite a few Lunars born in the Shogunate didn't appreciate their use as weapons to be thrown at the Shogunate by bitter old men and women. And the Deliberative-era Lunars who were brave and heroic and fought from the front lines and put themselves in the same danger they wanted the young ones to go in... died off, as the odds took their toll, leaving only the elders who kept themselves safe and didn't go in harm's way themselves and used the young ones as weapons.

Again, something not really appreciated by younger Lunars.

So the Silver Pact shattered as a lot of young Lunars went "Fuck you, you're not my dad" and went off to do their own thing. The Silver Pact kept up their war against the Shogunate, of course, but as a percentage of Lunars they fell because as it turns out, Lunars lived longer when they didn't pit themselves against the entire Shogunate, so every Silver Pact Lunar that died had a chance of reincarnating as someone who didn't sign on.

In the Realm Era, the Silver Pact usually composes of 50-100 Lunars - an inner core of Deliberative and Shogunate Lunars and now some Realm-era elders, and then the outer layer of young, angry Lunars who've been personally hurt and want revenge. The Silver Pact isn't a majority, but it's the largest and most organised group that actively tries to recruit young Lunars wherever it can. And of course, as "few" as 50-100 Lunars has had all the impact it's had on the history of the Realm. Imagine what might happen if your PCs were to re-build the Pact to its original power...

(As for what the rest of the Lunars are doing - well, for example, there's one guy who's got a bunch of Lunars on side as well as some Outcastes and is ruling over a good chunk of the Far West, both above and below the waves as king of the Sea Folk. Raksi runs Sperimen as neutral ground and a trading place and has several other Lunars working for her as agents who go out and do things like capture Raksa for her to sell as slaves to the highest bidder, steal artefacts and rare books for her, and get rewarded handsomely for their services. And so on.)
 
For me, the problem comes from rooting Lunar opposition to the Realm in terms of tearing down the usurpers, vengeance for the fallen age, etc etc. As you say @Pale Wolf, it's bunk.

That said, it is valid, I think, to suggest that Lunars have a broadly unified opinion of the Realm, and it comes from the fact that the Realm has a unified opinion of them. Like, set aside the ideology, ignore the fact that many Lunars will have dim memories of Past Lives who died in the Usurpation and there are Elders ranting about a legacy of dreams wasted by war, ignore the fact that the Immaculate Order paints Lunars as abominations against all that is harmonious. Set that aside.

The Realm is a jackbooted empire built to put the Dragonblooded in charge, where they can stomp on anything that opposes them and take whatever they want.

If you Exalted as a Lunar, then the vast majority of the time you grew up in the Threshold, in which case there are basically two options. Either you were born in a Satrapy, in which case the Realm is an oppressive imperial overlord responsible for crushing taxes and the grinding poverty most of your people live in, or you were born in some far-flung nation that neighbours the Realm's reach, and you've grown up hearing stories of the Scarlet Empress and her terrible legions who crush dissent under their jadesteel tread.

The point is, nobody likes the Realm except for the Dynasties it props up, but people tolerate it because they don't have a realistic alternative in the face of the Scarlet Empire's military might... Unless you've just had an argent supernova latch onto your soul, filling your veins with protean lightning.

The whole "tear down the usurpers, vengeance for the fallen age!" thing is unnecessary. You don't need it. Keep it around as rhetoric if you like, a rallying cry that almost nobody really believes in anymore. It's easy to justify a majority of modern Lunars opposing the Realm, because there are plenty of modern, practical reasons to do so.
The way I see it, the 'First Age revenge' aspect is a culture myth. The overwhelming majority of Lunars fight the Realm in some way, but it's because the Realm fights them - fought them before they had even Exalted. They fight the Realm because it burned down their sacred temple, exiled their tribe into the wilds, sold their family into slavery. And now that they have Exalted, it hates them even more.

So, the First Age revenge thing, it originated from elders for whom this was a fresh wound. That doesn't mean that these elders are manipulating the Silver Pact into fighting their pointless war, nor does it means they are the few sad lonely men who are the only ones to care about it still - it just originated from them. Then other Lunars to whom they told that tale absorbed it and read it through their own lens and twisted it in the retelling.

The entire Silver Pact shares the story of the fall of the First Age and the Usurpation, but that story isn't what drives them; what drives them is their personal issues, the slight the Realm has committed against them. Their culture story is half-myth, half-badly contextualized history, and it serves to justify their actions and bind them together. No Lunar is claiming vengeance for the shining spires of Greeting Dawn, First Age city lost in the Usurpation; but the legend of the fall of Greeting Dawn makes the very modern empire that conquered the lands of their own tribe into something more, something that transcends history, a greater evil that has broken the world, and imparts on their (personal) crusade (to get back the lands of their tribe) a sacral and transcendent aspect.

It also gives a sense of 'we're in this together' that allows you to more easily convince another Lunar that Your Fight Is Their Fight. It isn't, really, but they know that if they help you with this you will likely help them in return, and the shared culture-myth serves to present this as personal bonds and a grand historical work rather than a pure mercenary approach.

Humans like shared history (with the right people), they like to make their political enemy the avatar of a force whose crimes transcend history, they like tall tales, they like stories that tell them 'they' were once far greater than they are today (and can be so again), and they like communal histories that create bonds and allow them to treat tit-for-tat-you-scratch-my-back arrangements as something deeper and meaningful.

Thus, the righteous vengeance against the Usurpers.
 
Thus, the righteous vengeance against the Usurpers.
This falls apart a little when you realise that most of Creation spends as much or more time fighting other bits of Creation as it does being stomped on by the Realm. Two Lunars from the Hundred Kingdoms are more likely to go head-to-head with each other - for cultural grudges nutured by raids and battles and wars between their respective fiefdoms - than they are to care about the Realm; buffered from them by Lookshy and only present as a distant force.

The same goes in general. Unless the Lunar Exalted in a satrapy the Realm is actively stomping on, they have a whole cornucopia of wars and conflicts to hold grudges from, and as many of those will be against other nations and thus other Lunars as against the Realm itself. Racism and prejudice never goes away, so away from extremely multicultural cities like Nexus there's likely to be pronounced distrust of foreigners - and if Lunars are wild animal Exalted rather than Outsiders, they have no real reason to let go of that. Why should a southeastern Lunar trust that Northerner to have their back against the Realm? A common enemy perhaps, but that's not enough to make the Lunar Host cooperate as a single organism, not when avoidance is as easy as attack.
 
(As for what the rest of the Lunars are doing - well, for example, there's one guy who's got a bunch of Lunars on side as well as some Outcastes and is ruling over a good chunk of the Far West, both above and below the waves as king of the Sea Folk. Raksi runs Sperimen as neutral ground and a trading place and has several other Lunars working for her as agents who go out and do things like capture Raksa for her to sell as slaves to the highest bidder, steal artefacts and rare books for her, and get rewarded handsomely for their services. And so on.)
I always liked that part of TAW. Every Manual of Exalted Power followed roughly the same format, which involved giving over the first two chapters to an overview/history of who the splat is, then some setting information on a unique part of them. MoEP: Lunars tried to make the latter about the Thousand Streams River, which was troublesome for reasons we're probably all familiar with. The notion to instead devote that chapter to a bunch of NPC writeups is something I think is a terribly elegant solution to the problem of how to give the least unified splat in the game a sense of Doing Cool Things.
 
This falls apart a little when you realise that most of Creation spends as much or more time fighting other bits of Creation as it does being stomped on by the Realm. Two Lunars from the Hundred Kingdoms are more likely to go head-to-head with each other - for cultural grudges nutured by raids and battles and wars between their respective fiefdoms - than they are to care about the Realm; buffered from them by Lookshy and only present as a distant force.

The same goes in general. Unless the Lunar Exalted in a satrapy the Realm is actively stomping on, they have a whole cornucopia of wars and conflicts to hold grudges from, and as many of those will be against other nations and thus other Lunars as against the Realm itself. A common enemy perhaps, but that's not enough to make the Lunar Host cooperate as a single organism, not when avoidance is as easy as attack.
Except none of that is true? Even when the Realm is not actively stomping on a satrapy, it's asking tribute from your king; controlling its trade routes; marching armies through your land; conquering the lands next to yours, deeply impacting your political and economical landscape. Immaculate monks wander through your lands punching your gods for being uppity and spreading their religion. Dynasts in their formative years are roaming around the Threshold learning by experience (and taking what they want from you). The Scavenger Lands are more protected from their influence than most places, but they're an exception by far - and instead they get to deal with Lookshy and Outcaste princes and scavenger lords, great stuff.

Which, by the way, are going to be the other most common source of conflict for a Lunar - when your problem isn't Dragon-Bloods from the Realm, it's gonna be Dragon-Bloods from outside the Realm, of which they are something like 30 to each Lunar. Sure, sometimes the Dragon-Bloods may be working for you. But if they weren't, they'd get to be the boss instead, and that's a pretty sweet deal; you'll encounter far more Outcaste princes as Outcaste servants.

So, fighting other Lunars? Yeah, there probably are a handful of Lunars out of all ~400 who have an epic feud that is the stuff of legend, and everyone who hears of it is like 'why.' It's not something that doesn't happen period, it's something that's tremendously unlikely given the influence of the Realm and the presence of Outcastes everywhere. And Solars now. And the undead.
 
What purpose does the E2 version serve? It takes to long to kick in for a tactical uses and so short term an effect for strategic ones. With the upgrades it becomes useful and thematic but the original unupgraded version seems lackluster.
it lets you stroll through the wyld without having to worry about horrible mutations.
That Mythos is OP, make the derangement last a scene.
Good points. Better?

ORAMUS MYTHOS EXULTANT
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Oramus Excellency

The glory of Oramus is not for lesser minds to behold. One character who perceived the stunt in action suffers a Shaping effect imposing a derangement-based negative mutation, worth a number of points equal or lesser than the stunt's rating, that last for one scene.


THE ONE AND ONLY
Cost: 6m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisites: None

Only Oramus defines the boundaries of his own existence. The Infernal becomes immune against all Shaping effects that originate from the environment. Furthermore, while moving through a Wyld zone of any intensity the warlock's essence begins to assert itself over unreality: as long as she stands still the area within (her Essence) yards is slowly converted into stable reality, as if using the Solar Charm Wyld-Shaping Technique, over (10 - Essence) hours. Normally the converted area follows the themes of First Oramus Excellency, but if the Infernal knows the First Excellency of another Yozi, a land-shaping charm such as Holy Land Infliction or if she has developed her own personal mythos through heresy then the new terrain shifts to match these themes instead. Should she know multiple such charms all the themes are represented. When the warlock leaves the affected area slowly reverts back to its original chaotic state over (Essence) hours or when dispelled by Emerald Circle Countermagic.

A repurchase at Essence 3 increases the affected area to (Essence x50) yards and extends this mastery over chaos to direct attacks: any Shaping attack levied against the Infernal is warped to reinforce her own existence, the original effect shifting to impose a state that is already integral part of the Exalt's being. Also, while the Infernal is present any Shaping attack against the converted area only accelerates the transformation, removing a number of hours equal to the minimum Essence of the Charm or power used. Assume shaping effects caused by artifacts or hearthstones to have an Essence rating equal to the artifact value of the device inflicting them, and effects caused by unique powers to use the Permanent Essence of the creature inflicting them, subject to ST's interpretation in the case of beings with Essence scores well below their general power level such as some Behemoths.

A final repurchase at Essence 5 increases the affected area to (Essence x100) yards and makes the transformation of the Wyld Zone permanent as a Blasphemy effect with a rating equal to the Infernal's Essence. The Blasphemy effect is triggered when the transformation is complete, the converted area now requiring Adamant Circle Countermagic to dispel. When the Infernal hits Essence 7 the area further increases to (Essence) miles.
 
Lunars shouldn't have a culture.

A few hundred people scattered across a world larger than ours, with nothing in common except the favour of a god(dess) and a mutual enemy, is not a coherent enough group to form a consistent culture.
 
Mmm, reasonable cause for why the Lunars aren't having a setting-spanning impact so far is part of what I'm thinking of for my reasoning with fiddling around with Lunars. I'm still working on good reasons for their rather lack-luster effects on the setting post-Usurpation, so I might steal some ideas from y'all.

I figure that whatever successor or peer faction to the Silver Pact there is (there is undoubtedly at least one) would have a different win condition. For example, my blurb earlier proposed a Lunar Collective (because I was trying to divorce my thought processes from anything relating to the Silver Pact and how Lunars in 2e were). Well, cool, why not propose that both exist, and function as rival factions? As EarthScorpion's post a little ways up mentioned, Lunars would undoubtedly grow disillusioned with the the idea of serving as weapons of a faction of bitter old people that can't see the world through their revenge-tainted eyes. Instead, why not change up the dynamics?

My crappy example:


The Silver Pact boasts seventy-four Lunars at the time of the Jade Prison's shattering, composed of an inner circle of a small few High First Age and Shogunate Lunars directing Realm-era Lunars as pawns in their game to reclaim Creation from those that usurped it in ages past. It has shrunk considerably from what it once was, in the face of an organization of Lunars that, instead of fighting for what once was, choose instead to fight for what could be.

Founded by a modest number of Lunars during the Shogunate, the Lunar Collective's idea of victory is to bring such change such that the scribes no longer keep records for the Age of Sorrows, a new era much grander and happier than the one preceding it having instead been brought into being. This upstart faction has gained considerable traction due to its divergent ideology; at one point during the Realm-era it boasted a little over half the totality of the Lunar host in its membership, though calamity has since diminished that number to a mere ninety-nine.

Over a third of the Lunar host act for the most part independently of these two factions, holding their own agendas and making their own way in the world. Yet while their individual influence is not felt as a great tsunami, it cannot be said that their actions do not cause ripples enough to bring Creation's attention upon them.
 
I prefer to use them in their initial setup and make them the (unplayable) chimeric princes of chaos, howling beyond the edges of the world. This solves four problems simultaneously!

a) Why did 300 Celestial Exalted do basically nothing since the Usurpation? Because they were in the Wyld.
b) How do you make an incoherent collection of Werewolf stuff work? They're Chimeras. Whatever. Doesn't have to be coherent.
c) How do you give Celestial Exalt tier individual boss level threats to the hordes of Chaos without creating the "Infinite Exalted Fairies" problem? They're Lunars. There are only 300 Lunars.
d) What kind of constant Anathema threat keeps giving the Wyld Hunt stress given there are all of a handful of Solar Exaltations running around except until very recently? Why, Lunars ravening in from beyond the borders of the world.

Kek.
 
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I prefer to use them in their initial setup and make them the (unplayable) chimeric princes of chaos, howling beyond the edges of the world. This solves four problems simultaneously!

a) Why did 300 Celestial Exalted do basically nothing since the Usurpation? Because they were in the Wyld.
b) How do you make an incoherent collection of Werewolf stuff work? They're Chimeras. Whatever. Doesn't have to be coherent.
c) How do you give Celestial Exalt tier individual boss level threats to the hordes of Chaos without creating the "Infinite Exalted Fairies" problem? They're Lunars. There are only 300 Lunars.
d) What kind of constant Anathema threat keeps giving the Wyld Hunt stress given there are all of a handful of Solar Exaltations running around except until very recently? Why, Lunars ravening in from beyond the borders of the world.

Kek.

This words as well as my preferred solution, which is to delete them from the setting.
 
As written, Lunars absolutely can have a shared culture, because they have several dozen Essence 8-10 Lunar Elders who drag every Lunar they can out to the backwoods of the Wyld for a big ol' campfire pow-wow, a mystical tattoo session, a rousing game of "what animal would u be tho, an don't say wolf cause thats me" and all the livestock you can fuck. Eat. I said eat, obviously. It's a barbecue, Dave, don't be so tense. Have a burger. A sexy, sexy burger.

This sort of falls into the same trap that 2e Infernals did (though admittedly not nearly as badly) and that the fanbase totally rejected, which is that if you need a bunch of irresistible Essence "Fuck You" superbeings brainwashing (and probably raping?) your entire faction into obedience, and your story is not about killing those assholes, it's probably not a very good faction to be in.

If you take away the Silver Pact's Elders, then Lunars don't have a huge amount of common ground beyond almost certainly being fucked with by the Realm (if absolutely nothing else, they will be hunted by the Immaculate Cult) and slowly turning into the result of Doctor Moreau having a drunken makeout session with Spore's species creator.

So you need to rework the execution of the structure that supports Lunars as a coherent, co-operating faction to be more player-friendly. Sidereals, Dragon-blooded, Alchemicals and Abyssals (Resonance-button aside) all manage this really well, and each of them have their own Elders and offer different experiences in the process, so it's not like it can't be done. The other option is to ditch the idea entirely and write them as largely independent operators brought together by chance and shared goals... but in a way that's somehow different from the Solar experience.
 
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Except none of that is true? Even when the Realm is not actively stomping on a satrapy, it's asking tribute from your king; controlling its trade routes; marching armies through your land; conquering the lands next to yours, deeply impacting your political and economical landscape.
So what? I'm a Tengese guy from the Middle Lands; I look up to the Dragonblooded; Tengese culture venerates them, the Princes are cool with them. If I have beef with anyone, it's going to be the Lintha, or a rival family trying to steal my poppy fields. I'm an icewalker - what do I care for the Realm? The Dead are a much more immediate enemy - and after them, enemy tribes who my people have been at war with for generations. I'm a western islander - how does the Realm navy impact me? They don't demand tribute from individual villages; the island lords are far away and none of my concern. It's the cruelties of the storm mothers that occupy me, and the Wyld-twisted beastmen that harass my shores.

Like, you seem to be saying that the Realm is the only power, the only enemy, the only omnipresent thing in Creation that any Lunar could possibly have a grudge against; whoever they are and wherever they're from and whatever their culture is. And frankly, I as a player don't give a shit about the Realm. I have no interest in fighting a superpower, and the gameline's repeated and constant attempts to portray "fighting the Realm" as the only motive the Lunars (and indeed Solars) have, instead of something that a fair portion of them will regard as unimportant and undesirable even when circumstances force it on them, is getting to the point of being outright obnoxious.
 
So what? I'm a Tengese guy from the Middle Lands; I look up to the Dragonblooded; Tengese culture venerates them, the Princes are cool with them. If I have beef with anyone, it's going to be the Lintha, or a rival family trying to steal my poppy fields.
Yeah, but a majority of Dragon-blooded in the world – who you may well indeed look up to – are convinced that your soul has been eaten by a moon-demon and they need to kill you. Which tends to... sour things on both ends.

Ditto for icewalkers and islanders and so on. Sure, you can avoid a Wyld Hunt by keeping your head down, but power calls to power, and sooner or later you'll get someone's attention and be drawn into the big wide world. A big wide world that is, at its most abstract level, divided into Realm vs Everybody – a fight that Everybody has been losing for the past few centuries.

Sooner or later you'll accidentally tread on toes belonging to someone with a hotline to Peleps Deled, or find that the Realm's interests collide with your own, and when that happens the only way to avoid conflict will be to run, and hope that the forces sent to hunt down the shapeshifter don't conclude that if any one of these civilians could be a moon-demon, they should all be treated as moon-demons in potentia.

I'm as aware as anyone that you can play a game in Exalted without necessarily involving the Realm, but it's a rarity, isn't it? The Realm is something on the level of a natural force in the setting, and even avoiding conflict with it by acting as covertly as possible means going out of your way to tiptoe around the tail of the sleeping dragon and make sure not to steal golden cups that it's decided belong in its hoard.
 
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Like, you seem to be saying that the Realm is the only power, the only enemy, the only omnipresent thing in Creation that any Lunar could possibly have a grudge against; whoever they are and wherever they're from and whatever their culture is.
Except for the part where I explicitly said the opposite of that, sure. You don't seem to be very interested in having this discussion, so I'll leave you to not-it.
 
I prefer to use them in their initial setup and make them the (unplayable) chimeric princes of chaos, howling beyond the edges of the world. This solves four problems simultaneously!

a) Why did 300 Celestial Exalted do basically nothing since the Usurpation? Because they were in the Wyld.
b) How do you make an incoherent collection of Werewolf stuff work? They're Chimeras. Whatever. Doesn't have to be coherent.
c) How do you give Celestial Exalt tier individual boss level threats to the hordes of Chaos without creating the "Infinite Exalted Fairies" problem? They're Lunars. There are only 300 Lunars.
d) What kind of constant Anathema threat keeps giving the Wyld Hunt stress given there are all of a handful of Solar Exaltations running around except until very recently? Why, Lunars ravening in from beyond the borders of the world.

Kek.
You joke, but taking Lunars back to the darkness beyond zero might not even be a bad idea.

Certainly, it's a neat way to give the fair folk teeth on the Exalted scale without running into the problem of there being too many of them to each be a match for a Dragon-blood. You don't need your Raksha-Youma to match up to Dynasts if the Raksha Dark Kingdom is led by crazy First Age Lunar Queen Beryl and her four reincarnated-and-crazy-from-chimerism Silver Generals.

If every new Lunar is immediately driven into a crazy beast driven by rage or gluttony or cruelty, that's a unique Exaltation story where you've probably killed or terrified your loved ones, justified the Wyld Hunt's attitude, and now you have to claw your way back toward sanity – possibly with the help of the Silver Pact or whatever the sorely-pressed sane Lunars are called. It also gives the whole "lurking monster within" idea that Ex3 wants to include more immediate impact, so your powerset is more about being Naruto with his raging fox-demon form or Kaneki Ken with his mad centipede state.

It's certainly something worth considering, anyway.
 
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Because I am bored and don't have any ideas for my other projects at the moment, I'm going to do a borgstromnatic/gameplay analysis of the Style most assuredly does not exist.

Now, it's a 2nd edition style, from Scroll of the Monk, no less. We know this. I'm just going over it because it's fun for me and I hope you all find something useful.

So without further ado-

White Veil Style

For good or ill, one thing Scroll of the Monk did, was provide a lot of interesting if mechanically questionable stuff to add to your games. Like all splat books in Exalted, the subculture and concepts described in the book are not obligatory.

White Veil Style, interestingly enough, is actually a wholecloth 2nd edition Martial Art. It also carries with it one of the more amusing and memetic backstories, being the style that does not exist and most assuredly does not in fact extend its influence throughout the Realm and other regions. It is an elementally neutral Terrestrial Martial Art, so it rarely goes above Essence 3 and does not incur the out-of-aspect surcharge.

It's also the (only) style to use the Hand-Needle and Garotte as form weapons. And, logically as the 'socialize assassin' martial art, you can't use its charms while wearing armor. Fittingly to, you must have Socialize 2, and then two dots in Larceny, Presence or Stealth.

So at the core, this Style tells us that you need to at least be as good as mortal average in two of those four abilities, to even qualify for the Charms.

Birdsong Over Blades

One of the first Charms in the Style, Birdsong Over Blades is, in a lot of ways, a foundational effect. Almost everything in this style follows from this Charm into the other effects.

Now, this is a 2m Reflexive Charm, requiring Martial Arts 3 and Essence 1. Remember, White Veil is a Terrestrial Martial Art, so before houserules, DBs get free Reflexive Charms. Even then, the Charm has a duration of [Martial Arts] Actions.

The intent of this Charm is to allow the attacker to deal no damage, while still counting as dealing damage for the purpose of on-damage effects. The attacker may deals no actual levels of damage, but still 'wound' the enemy with penalties or successfully administer poisons and infections.

The most important part however, is that even if a character is affected by an attack that deals no damage, they do not know they have been hit with anything else.

Basically, this is the "the lightest touch brings great pain and suffering' technique. This charm also clearly makes White Veil one of the least combo-friendly Styles in 2nd edition, because almost every other Martial Art is focused on dealing damage with a handful of notable, high-Essence exceptions.

Alehouse Memory Stance

A 3m Supplemental with the same minimums as Birdsong Over Blades, Alehouse Memory Stance is designed to supplement ambush mechanics, as opposed to straight Unexpected Attacks.

Like Birdsong, Alehouse Memory Stance has a duration of [Martial Arts] Actions. Interestingly (vexingly), it is a Supplemental- but it does not say what Action it supplements. Logically, it should be Reflexive, or remain Supplemental and have a duration of Instant.

Either way, it invokes the corebook mechanics for making an Ambush Attack without being under Stealth first. This is one of those 'this probably should have been worded more clearly' Charms, but it negates the +2 difficulty modifier.

An arguably simpler take would be something like "This charm supplements an Establish Stealth action, making it Reflexive and negating the +2 difficulty penalty for establishing stealth without cover."

Regardless, the intent of the Charm is fairly clear- you are intended and expected to punch-poison people in situations without breaking into open combat. This segues nicely into Birdsong, which as mentioned, prevents people from noticing they've been attacked.

Owl Clutches at the Night

Building off the first two charms, OCatN is unique in that it invokes one of the then-new 2nd edition mechanics: Step 4! As far as I'm aware (and please correct me), 3rd Excellency was not a thing in 1st edition, so re-roll mechanics (or even the re-roll step) was novel.

This Charm is essentially a highly specialized 3rd Excellency, in that it allows the user to take their attack back and reset to a more advantageous position. You'll recall how the first two charms had long durations? This Charm among others is why.

Now, due to the way the ten steps work, you declare everything in Step 1 and 2, Offense and Defense. You roll in Step 3. Reroll in Step 4. Apply to DV in Step 5. A lot of people forget this, in favor of rushing through combat. I don't blame them! But rushing does actually hurt the mechanics. It's kind of a catch-22: You go slow, it's boring but accurate. You go fast, it's more fun but stupid stuff happens.

Anyway, you activate this Charm and roll [Wits + Martial Arts] against the target's Perception+1. So for most Exalted opponents, that is at most going to be 6 in the rarest cases. More likely 3-4. If you win the roll, the attack never happens- resolution ends immediately. Motes are still spent. Observers with Perception higher than your rolled successes may notice something odd.

White Veil Form

Ahh, Form Charms. Beauty and Bane of the 2nd edition model.

As a scene-long, a lot of the 2e Form Charms have clever if sadly under-utilized fluff text. This one describes that your character can be so disarmingly at ease, they can fight for their lives as if they were discussing the weather.

This is so disconcerting that it subtracts one die from incoming attack rolls. The Form also lets them trade Attack Dice for Stealth Dice, when re-establishing surprise. This is done 'backwards', basically, where they ask for up to [Essence] bonus stealth dice, and then pay it back with that many to-hit dice on the next Unexpected Attack.

Lastly, and interestingly, the Form applies a -1 external penalty on witnesses attempting to Join Battle. They believe the fight is play-acting, or otherwise not serious, even if one side is trying their hardest to murder the martial artist.

Characters who know White Veil Form are immune to this penalty.

That last sentence? That's a very clear communication: gang up on your foes.

Blinded By Laughter

This Charm builds on the tactics granted by the previous Charms. Birdsong and Alehouse make it easier to set up the ambush, as does White Veil Form. Blinded by Laughter is essentially 'Birdsong Over Blades but More'.

The charm it self supplements an Unexpected Attack, and so long as that attack deals no damage and the Stealth attempt ensures no one else Joins Battle (this is entirely possible), Blinded By Laughter ensures that no one is aware of the attack, even after the fact.

Fun fact- as far as I'm aware, you are always allowed to use Step 7 defenses even if you are not aware of the incoming attack, your character might not be aware having used the defense, especially with this Charm in play!

The Dragon Dies in Bed

Here we have a Poison-Keyworded Charm, and serves as something like a triumvirate capstone of the whole Style. It's a Simple Charm, which lasts [Essence] Actions. Now remember, a lot of this Style is all about setting up that perfect kill shot- that one touch to end a man.

The next successful attack against the target inflicts a Poison effect. Unless otherwise stated, Poison must be inflicted with HLs of damage. I'm sure there are Touch-based poisons, but this one is not. Depending on your table, minimum damage may or may not count.

But I digress- The poison itself is really nasty, though there are worse poisons in the game elsewhere. It at minimum inflicts 12 levels of damage over 12 minutes- one die per minute- that's what the L tag means next to toxicity. Toxicity is the difficulty it applied against the defender's [Stamina + Resistance].

So against joe Heroic Mortal, even one with a great pool of like 8 dice, this is going to hit him an average of 6-7 levels of damage. If they roll 3 successes, they remove the L tag and take it as Bashing Dice. If they roll 6 or more, they negate that interval's worth of damage.

Now, this is a supernatural poison, so it does more than just damage. For one, it actually tell the target to not roll against it immediately. It waits for one to three weeks, undetectable short of magical diagnosis, and only affects the victim while they are asleep. Because it has no associated Penalty, the victim never feels it, or wakes up from it. Remember, a heroic character is knocked unconscious after their incapacitated level is filled, and this poison inflicts at least 12 damage.

Now, the defender can invoke Charms, as long as they are given the resistance roll. Since this poison waits until they are asleep (inactive), they cannot activate Charms baring those which specifically say so, like Body-Mending Meditation.

Alternatively, the user of this Charm can program it with different [Wits+Medicine] Rolls, and they have several options. They can choose which week the poison strikes; and if the poison will kill them or not. In the latter case, it stops once their Incapacitated level is filled, and will re-activate to keep that level full until the poison exhausts itself. Doing both takes a Difficulty 3 roll.

So basically, if you have 12-20+ bashing levels, get someone down to Incap, it can keep them unconscious for another 5-13+ days, depending on your Essence level.

The Dragon Dies Screaming

Oh boy, a Sickness Effect! It has the same activation restrictions as the previous Charm. Scroll of the Monk expanded upon Supernatural Diseases with this style and the updated Citrine Poxes of Contagion.

Virulence is how hard it is to resist infection on initial contact, so [Essence] against the defender's [Stamina + Resistance]. It incubates in the target for [Target's Essence] days (meaning spiritually strong beings take longer to show symptoms), and has inflicts -1 internal penalty due to discomfort.

Now, where Dragon Dies Screaming gets nasty, is what happens after the incubation period. Their condition gets really bad really fast, demanding a [Stamina + Resistance] roll every hour the disease lasts- remember this is Difficulty 5 for untreated cases, so expect a lot of failures short of Excellencies or other Charms. Failure on this roll inflicts 1 Autolevel of unsoakable Bashing Damage.

Unlike dealing with regular diseases, like the ones in the back of corebook, this disease requires three consecutive successful resistance rolls to shake off. There are more mechanics worth mentioning, but they're on page 129 of the 2e corebook. Explore them at your leisure.

The entry for this Charm points out that White Veil stylists actually add additional poisons to their attacks in addition to this Charm, to ensure their victim is weak and unable to fight off the infection. Penalties from sickness and poison do not affect their own roll to resist, but they do affect each other's. And wound penalties ding everyone equally.

Now, diagnosing this Charm's disease is Difficulty 3, and treating it is Difficulty 3 for mundane means, and 1 for Magical. Once the Incubation period ends, the victim starts rolling against Morbidity (Difficulty 5) or Treated Morbidity (Difficulty 3). Exalted always use Treated Morbidity for this disease.

The Dragon Succumbs

Last Charm in the Style- You'll note that TMAs tend to be Short and sweet, with a few exceptions. And, this ends at Essence 3!

The Dragon Succumbs is a Crippling Effect, similar to the first two in use. When the target is struck by the attack, the Martial Artist makes a second [Dexterity + Martial Arts] roll against the defender's Stamina. If successful, the victim subtracts a number of dice equal to the Martial Artist's Essence from their pools to resist poison and infection as a Crippling Effect.

Now, this charm only penalizes poisons/sicknesses already in the subject's system. It is also very specific that it does not care who inflicted what. As long as you get the timing right, a handful of White Veil Stylists can quite thoroughly load a target up with poisons and then ensure they will die a gruesome, undignified death.

Closing Thoughts

The last three Charms of this Style create a kind of self-contained toolbox of poison/sickness that is intended to make up for lack of resources or cater to specific needs, compared to more mundane poisons available to a character.

You are allowed to, with the charms up to Blinded By Laughter, happily dose people with whatever you can fit on your hand needle or imbue by touch. Which leads me to an interesting thought experiment: Why not Yozi Venom?

Yozi Venom is the deadliest poison listed in corebook. It deals 1 unsoakable Aggravated damage per minute, over 10 minutes, is Difficulty 5 to resist, and inflicts a -5 penalty on all actions other than resisting it.

The sticking point, is that -5 penalty. Yozi Venom is patently obvious. Using a poison like that is foolish for a socialite assassin, because your victim will double over in unimaginable pain seconds after you brush by them.

Consider the -4 wound penalty. Yozi Venom hurts worse.

Now, the reason Dragon Dies In Bed works the way it does, is because it does not have a Tolerance trait. Tolerance is 'how many doses of this can I take per interval before taking damage'? Arsenic in Corebook has a tolerance of [Stamina]/Month. Meaning if you're Stamina 3, you need 4 doses per month to start taking damage. (This means trying to poison your stamina 4-5 hubby with arsenic is a long-term plan).

On paper, long-term poisoning is meant to take advantage of Tolerance, but magical poisons simply skip that in favor of 'This happens when I say it happens'.

With that, I hope you can enjoy this analysis of White Veil Style that most assuredly does not exist.
 
You joke, but taking Lunars back to the darkness beyond zero might not even be a bad idea.

Certainly, it's a neat way to give the fair folk teeth on the Exalted scale without running into the problem of there being too many of them to each be a match for a Dragon-blood. You don't need your Raksha-Youma to match up to Dynasts if the Raksha Dark Kingdom is led by crazy First Age Lunar Queen Beryl and her four reincarnated-and-crazy-from-chimerism Silver Generals.

If every new Lunar is immediately driven into a crazy beast driven by rage or gluttony or cruelty, that's a unique Exaltation story where you've probably killed or terrified your loved ones, justified the Wyld Hunt's attitude, and now you have to claw your way back toward sanity – possibly with the help of the Silver Pact or whatever the few and sorely-pressed sane Lunars are called. It also gives the whole "lurking monster within" idea that Ex3 seems to include more immediate impact, so your powerset is more about being Naruto with his raging fox-demon form or Kaneki Ken with his mad centipede state.

It's certainly something worth considering, anyway.

So. Hmm. How do you mechanically implement a splat as being very much about "power from madness" and "my power is an enemy within me - not a slow, corruptive, twisting enemy like Infernals, but one that if I slip - wham, now I'm the bad guy"?

Well, hmm, the closest we have to that at the moment is playing an Apostate Alchemical. You have tasty, tasty Charms that give you points of Limit and make you crazy, you have compulsions to be crazy, your special charms are more powerful but are nasty, etc etc. However, Apostates are basically NPC material - they don't play well in groups, etc.

We also have Infernals. As @Revlid has raised before, the Infernal Charmset works as a slowly corrupting force that combines carrots and sticks to make you act more like a Yozi. Kimbery has her carrot of "Look how awesome you are in the water, oh look why not get rid of that enemy by poisoning them because your poison is fucking sweet" and her stick of "If you want these things, learn the Intolerable Burning Truths and become a crazy person". But this is a long, slow, gradual corruption - and it's one that PCs are intended to "fight" by picking up multiple Yozis and becoming crazy in their own, unique way. Infernals don't have a monster inside them; they have a devil on their shoulder.

So, for these Monster-Lunars who are set up so the easy path is to be a NPC-madman but where a PC can be playable with a group, I think a good starting point would be a full integration of Limit as an active resource. Taking the term "Limit Break" back to its Final Fantasy roots (and also touching on the original werewolf stuff, not Apocalypse werewolf stuff [1]), it's a source of power for them. You build up Limit which makes you crazier and eviller, and then you vent your crazy-evil to fuel effects. Your war form is something you access by going into Limit Break.

And unlike other Exalts, you don't auto-vent your Limit at 10. So if you want to play "optimally", you walk around with high Limit all the time so it means you always have lots of fuel to spend if someone tries to hurt you. If you care about not being an evil madman, you have to pass up on the offer of power and keep your Limit low, relying on the harder ways to generate Limit for yourself in combat. These'll probably include things like "getting hurt", "being taunted by others", "watching things occur which violate your principles", "flaring your anima to draw on more power" - you know, basically just going through media which features "I'm fuelled by some kind of inner monster or curse or whatever" and seeing what makes them let it out.

The Lunar Charmset is therefore built and balanced around the idea that most Lunars will be crazy madmen and will keep fairly high Limit, which... hmm, high Limit imposes a warping effect on your principles for the whole "twisted reflection of yourself" feel for your evil form. Dark Link still cares about the same things you do, but everything about these things is twisted. Love becomes possessiveness, rivalry becomes hatred, admiration becomes envy. Of course, if your principles are already pre-twisted, they don't suddenly become good - if you internalise the monster, you become it. But you want people who try to stay as moral humans to feel tempted to let the beast out, because that's a rather different way of doing things from Infernals or Abyssals. They both have "my power does evil things, how do I abuse it to get my results". For this, you want more along the lines of "If I stay a moral person, I'm weakening myself - but if I unleash the evil within, it might destroy everything I worked for".

Although, hmm, for that, you do have to be careful not to make it as un-fun as Resonance can be.

Hmm. More thought needed.

That, or you just go down the Wraith path and have another player play your evil side and give some kind of bartering mechanic for you accessing your full powers.

[1] Because while Apocalypse werewolves are crazy and evil, that's just their own personal choice and their screwed up culture.
 
I won't be able to offer a huge amount of wordcount, but re Apostates:

Basically Apostates are a garbage narrative device. They exist to give Exalt-level opponents to a self-contained setting, and they do it in the most banal, bad 90s writing way. We could have had Megatron, and instead we got Borderlands Psychos.

The same can be said about the aesthetics of voidtech and really how Void/Taint/Blight/Gremlin Syndrome has been handled in 2nd Edition.
 
So, since I posted Smaradugro last week, I've been asked to share other details of the game she's from. I agreed, and then decided to do it publicly, because at least I can get some Likes and thrown tomatoes out of the whole affair. Consider this your first instalment in a series that may not get a second, much less a third.

It's not a play-by-play, mind you – this game was upwards of five years ago, so I'm going off what I can remember and reconstruct. I'll try to avoid deliberately diverging from facts just to make my late-teenage self sound less stupid, but I can't promise anything – and when I say that this was my favourite game of Exalted, it's worth noting that it was also the only live game I ever played that lasted past its first session, so there's some sample bias going on.

Excuses made, let me start by introducing the main character of our drama, by virtue of being my character. Rivaldo Lidell was something of a recurring figure in most Exalted games I tried to play, by virtue of my never actually getting to play him – he was a toy that I'd periodically take out of the box, dust off, and then immediately have to put away again. I suspect a lot of PCs end up like this, even if most of them have long silver hair, heterochromia, and names like CHIAROSCURO NIGHTBLADE.

Lidell had been a Defiler with a macaw theme by the name of Tine Parrash, a Malefactor called Mushroom Dragon, and this was just his latest iteration with its own tweaked backstory and focus. It was also his last – certainly, if I were to play him now he'd enjoy very different Charms, but his actual character was fixed in my mind thanks to this game, the only one he really got to play in.

He had two circlemates in this sorry affair. The first was a Gens of Lookshy, Karal Lohara. The Karal are one of the more powerful Gentes of Lookshy, and you may recognize their name from Karal Fire Orchid, who recently Exalted as a Solar. It's not been a good year for them in Immaculate terms, one gathers. I don't recall the specifics behind Lohara's Exaltation, but it almost certainly had something to do with not Exalting as a Dragon-blooded. It's possible she'd have worked well as a covert agent squatting in the militaristic heart of Lookshy, but instead she became a Slayer, and basically piled on the Malfeas Charms with gleeful abandon. If Isidoros had been available, I'm pretty sure she'd have dived into him. Perhaps literally.

Lookshy takes pride in not being anything like those decadent Dynasts who shame the Immaculate Cult with their indulgences (this is largely nonsense), but Karal Lohara seemed pretty determined to outperform the "wild party" output of every corrupt noble class in Creation combined. This was pretty typical for her player – she tended to regard games as a place to vent, and character creation as the place to build someone who would logically vent for you.

The second was Siri Fan, a former Djalan slave turned Defiler. Technically she was only half a circlemate, and that's not (just) a height crack – her player joined in the second session, only showed up to a little over half of the remainder, and I didn't play with him again – not deliberately, mind you. He was kind of a flake and didn't know much about Exalted itself, but he was still fun to play with. He picked a Djalan based on the corebook illustration of Faka Kun, grabbed Defiler on the basis that he wanted to force choke people, and was told he couldn't pick up No Arms as a Flaw, especially when he clearly just wanted to make it irrelevant through Mind-Hand Manipulation.

Our ST took care of the rest, declaring that Siri Fan had been part of a slave shipment to Kirighast, where she'd betrayed one of her fellows for better treatment. Her player ran her as robotic and disinterested, which fit with her patron Yozi (and cut back the roleplaying burden on him). This was, as far as I'm aware, before Siri became a thing on Apple machines, so… we got there first, I guess.

Infernals have the benefit of using Malfeas as a "hub world", so you don't actually need to give all your characters an excuse to be in the same area – or even have them be from the same direction. Nevertheless, I decided to synch up with Karal, so Rivaldo was from the Hundred Kingdoms or thereabouts – further north-east than Lookshy, in a vaguely Venetian-style city built into a giant footprint, so bureaucracy-heavy that other nations farmed out their paperwork to them. I don't recall the name – it was a made up, detail-loose city that we never got around to returning to, within the scope of the game.

Rivaldo's family were fine artisans (because I considered dipping into Craft before Siri joined, and that seemed a good excuse), but he carved out a niche as a sort of social commentator. In terms of making a living, this meant strategically pissing some people off to win favour from others, being just controversial enough to get invited to all the paperwork-parties where food and lodging would be offered, providing diplomatic tutoring to foreigners and the nouveau riche, and begging his parents for money while his sister inherited the workshop.

This fine and upstanding manner of living came to an abrupt close when a satirical pamphlet he'd not-so-anonymously penned to get in good with a particular pen-pushing faction ended up accidentally sparking revolt among the discontented lower classes, who cast him as a sharp-witted champion of La Revolution. Several burned filing halls later he was brought before a pissed-off inquisition, to whom he blabbed everything because he was a tremendous coward. Which in turn pissed off the revolutionaries, who burned his family's business to the ground while he sat in a jail cell. Needless to say, he wasn't in an amazing state of mind when the door to his cell swung open to admit a demon.

Rivaldo was quick-witted, sharp-tongued, always ready to deflect serious matters with humour, and basically totally spineless. His status as a somewhat public figure and immediate, sobbing co-operation meant that his incarceration had actually been quite comfortable by the standards of "possibly a high-ranking anarchist", but he imagined it as a dreadful Chateau d'If from which he might never escape, and had shed pounds from stress alone, leaving him a skinny, pasty-skinned figure with a beard in need of grooming.

His starting Charms were sunk into Ebon Dragon with a touch of Cecelyne, because if you wanted social tech that didn't involve screaming someone into submission, those were your options. Also, I couldn't homebrew for shit back then, so it was Manual Charms or bust. My homebrew Coadjutor was unavailable, in the same way that Winston Churchill was unavailable to fight off the Roman invasion of Britain, so that background was ignored.

Given Rivaldo had enough non-social dots to fit in the palm of a snake's hand, I also picked up some Past Life dots to potentially plug the gap. I started to lay out a reasonably gameable past self before the ST informed me that he'd come up with something for that, thanks.

Past Life was a mistake.

Rivaldo kicked his way out of a horrid, flesh-and-onyx cocoon five days after making his deal, somewhat relieved to discover that his inquisitors had decided this was probably some foul sorcerous vengeance wrought upon him for telling them everything he knew (which wasn't actually all that much), and just sealed up the door along with his presumed corpse while they redoubled their bureaucratic brutality against the anarchists.

One application of Cracked Cell Circumvention later, and he was home free… only to discover just what had happened to his family home while he'd been out, and promptly flee to Malfeas in despair.

This was not a hugely pleasant journey, but the welcome he received once he arrived was well worth it. Surrounded by beautiful demon ladies and plied with demon wine, he shared the tale of his harsh imprisonment and daring escape, and they all seemed most impressed and sympathetic. By this point thoroughly drunk and filled with tragedy, Lidell enthusiastically agreed that the demons of Hell seemed remarkably hard done-by and clearly cast as villains in a play not of their writing, so effecting their escape was the only just thing to do, by Heaven- by the gods- well, there was some sort of oath to be sworn here, and he'd find it just as soon as the walls stopped spinning.

The next few days – by the count of a silvery sandclock – were a whirlwind of flattery and debauchery, but by his first morning in Malfeas Lidell had basically sobered up, straightened out, and otherwise got his shit together, his hastily-sworn oaths a very vivid reminder of why he always tried to avoid drinking too much at these parties. So instead of losing himself in parties and brutal beauty, he took a step back.

Certainly, he engaged with every appearance of delight, but those few days were spent watching demons – how they talked, who made way for who, the customs they respected, the things they expected. By the end of the festivities he'd picked up a naneke familiar while browsing one of the glass libraries. He was fascinated, intoxicated, and ready to write a dozen scathing little letters.

He was also more than a little worried.

It was at this point, relatively fresh off the bus, that the game actually began, and he was sent to pick up Karal Lohara. The Gens Slayer, it seemed, had thrown herself into Lidell's welcome party with rather more abandon than he had. He found her in a brothel surrounded by dead or unconscious demons, and while he had her loaded into his palanquin was forced to endure an extremely explicit rant – delivered in character at the table, it should be added – about the bedroom deficiencies of blood apes.

With this auspicious first meeting, they made their way to the Thing Infernal, a great concert hall of a meeting where almost two-dozen Infernals held court. Lillun was thankfully in absence – we never actually found out if she existed in the setting, but she certainly wasn't put on parade for Infernals if she were.

It was there that Lohara and Lidell received their first mission, relayed by the bondage nun from the Infernal cover and the cancer-tats illustration. The ST was ignoring her backstory from the Scroll of Exalts - here she was a half-demon intermediary between the Yozis and the Thing Infernal, relaying their requests and strictures to those Infernals waiting in Hell in the form of Urges. The two of them were headed home, apparently.

Lidell rather perked up at this – now somewhat more used to his strange new talents, he felt he could make a real difference at home, not to mention see if he get to the bottom of what had actually happened to his family, after their dilettante son had brought disaster down on them. He'd be able to put all his contacts and local knowledge to good use, set things to rights, and-

Unfortunately, it turned out the Yozi impression of distance was perhaps a little warped, because their actual destination was some way downriver. A long way downriver, in fact – almost 2000 miles from Lookshy, down the Yellow River. They were headed to a seemingly small and insignificant township that had in recent months seen a Wyld Hunt presence from Lookshy, a raksha army gathering on its borders, Lunars prowling the streets, and a significant marshalling of forces in the nearby Realm territory of Greyfalls.

This was a melting pot of chaos, and our mission was to make sure it boiled over just right.

As it turned out, we were off to see Madame Vert.
 
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