Aaron Peori ghost homebrew: Soldier's Shades
Are these putrid legionnaires a replacement for the bog-standard War Ghosts? The ones you see in the Anagonists section and are referenced in the Abyssal training charms?

A fair point.

Soldier's Shades
Lesser Dead
Dead By Warfare

When the Imperial Legions return from war the first to return are the monks and nuns of the Immaculate Order. Their mission, however, is not over. They have a far more grim purpose. They must return to the households of all those who lost family in the battles and inform them that sons and mothers, wives and brothers have died in far shores. They offer what consolation they can and the blessing of the dragon's to advance the souls of the dead to the next level in further cycles. When they leave, they also offer a warning. Lock their doors at night, and if the family is awoken by a knocking in the witching hours of the day they must not answer it, no matter whose voice they think they hear.

Similar traditions exist almost everywhere in Creation. It is a fact that no matter where one travels there will always be warfare. The young and fit are marched far from their home, to spill blood into mud and offal and fight for causes they hardly understand. For many they will breath their last breath in these far away shores, bleeding out on some foreign battlefield. For others, the war never ends.

A Soldier's Shade is created when a warrior dies far from his home fighting for a cause he does not understand. The resultant ghost is a pallid thing, lost and confused. All he recalls is the terror and exhilaration of the battle which cost him his life and he bears the wounds of his final moments forever. He awakens in a place where all his fellows have long since left, unable to touch the world except to don his armor and hold his weapon in hand. Confused he feels a pull to return to the land of his birth, and to the place he once called home. Yet the result of this pilgrimage is never pleasant. Far from a joyous reunion if the family should open the door to the shade they find a creature that barely recalls them at all, nothing more than the whisper of memory. For them, the war is not over and they view all as potential enemies. Any attempt to disarm them or make them lower their guard can be seen as a hostile act, with tragedy the only possible outcome.

Soldier's Shades are abundant in the Underworld. While they do not understand anything but war they are pliable if given one to fight, they can take orders and assume the proper ranks in a military force without much difficulty. So long as no one attempts to separate them from their armor or weapons, they can be directed. However if they are given too long between battles their longing to return home may overcome them. For this reason warfare is frequent between Underworld realms, in some places it is a highly ritualized sport. Given time the dead of warfare may recall more of themselves, evolving past the drives of bloodshed and homesickness.

In Creation a Soldier's Shade is always immaterial, except for their weapons and armor which they can wield as if solid. This makes them valuable to Necromancers who would bind them as they can strike down foes without every being truly in danger from their enemies. However if one were to damage the armor or weapon they wear enough the shade ceases to be able to hold it and the eerily empty, to their mortal opponents, armor may collapse. A smart Necromancer will make certain to retrieve and repair these items, as long as the ghost is undestroyed he can always take up refurbished arms once again. Soldier's Shades make excellent regulars and militia, though the mostly lack initiative and creativity and will follow orders even to suicidal ends if the general in charge of them does not consider the consequences so they require more careful management than mortal forces. Theirs is not to reason why, after all.

Soldier's Shades are most comfortable when they are engaged in warfare. If left without opponents to fight for too long they gain Resonance, about one dot per month. They also gain Resonance whenever someone attempts to take their arms or armor from them. If their Resonance track reaches ten they are compelled to return 'home', even if home has long since faded into history. They lose one Resonance whenever they Join Battle or Join War.

Soldier's Shades are the Baidak to the Putrid Legion's Blood Apes. Excellent soldiers, without much danger of them committing atrocities or going out of control. Like Baidak, they also must be carefully controlled as they lack much in the way of free will.

In combat they have the stats of mortal soldiers of their type, with the advantage that since their true body is immaterial they have an Hardness equal to their armor's soak. Three 'health levels' of damage past soak is sufficient to render the shade impotent, gaining them one Resonance and they will return to their designated rally point. Similarly a successful Disarm action gains them one Resonance and they will ignore any orders to retrieve their weapons.
 
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Aaron Peori Ghost Homebrew: The Thirteen Generals of the Ember Hearth Council
The Thirteen Generals of the Ember Hearth Council
Greater Dead
Ghost Child Sacrifice Saints


A sickly child is born in a wretched land to a parent who pines for an ephemeral lover unable to focus on their living child's needs properly. Perhaps they are driven away by fearful peasants. Perhaps they are embraced as blessed mediums. They grow in two worlds, unable to live in one, unable to die in the other. One day a stranger appears, tatter-black cloak which creaks with hidden armor, weapons jingling at their waist or back, the glow of white eyes looking down on them. They are offered a choice, to learn to exceed their own limits and find a place in the world or to wallow in misery like a being cleft in twain. Some pale-bloods, driven by rumors, seek out a dark figure and prostrate themselves at their feet, passing whatever tests the dark spirit's whims can conjure.

From that point forward they are apprentice to one of the most feared mercenary companies in Creation and beneath. Some of the ghost generals only have one student, others found dojo in which dozens practice heretical martial arts and necromantic rites while they vie to descend to their rightful positions in the Council. The apprentice becomes a force to be reckoned with, their body reforged by grueling training to channel the resonant force of their heritage. They learn Charms of their spectral ancestors and the greatest students even master Necromancy that allows them to serve as valuable parts of the Ember Hearth Council's far reaching military affairs. Should their hearts prove firm enough, and their Essence achieve sufficient enlightenment, they undergo a final ritual attended by at least thirteen Generals. A final apotheosis occurs and they shed their mortal form, devour their own po and don the black cloak to stand with their fellows.

The Ember Hearth Council controls no realms and their armies are scattered across the face of Creation and the Underworld, but such is the personal prowess of its Councilor-Generals that many a war in the Underworld has been decided by their presence alone. With their support network of Celestial Necromancers they can traverse great distances and sell their services to an Underworld or mortal nation. Above even their personal power is their capacity to serve as councilors and drillmasters. They can forge a rabble of conscripts into a fighting force which even the Grey Legion has learned to fear; though their methods are brutal and cruel to the point that only nine in ten survive and far fewer with all their sanity intact.

Each of the Councilor-Generals is unique, but all hold a similar loyalty to each other and bargains struck by one, so long as they are not compelled by Necromancy, apply to all of them. Thus they are of great utility to both Sidereal and Lunar Exalted, who find them effective agents in the Underworld and often dispatch them to track down certain individuals or items in exchange for agreeing to allow the Ember Hearth Council to use their powers to traverse the length and breadth of Creation and the Underworld. They will gladly offer their services to the Solar and Infernal Exalted as well. Rumors persist that once of the Council is not of the Dead at all, but an Abyssal Exalt who 'survived' their initiation process. Necromancers summon or beckon the Council to serve as military might, both in personal combat and for what they can teach their troops. They are also willing to teach their spectral martial arts and the secrets of Necromancy they recall from their lives. Their teaching is not a pleasant experience and inflicts seemingly arbitrary cruelties on the student, but if prevented from doing so the students will learn nothing from their tutelage. It is not their nature to be kind taskmasters.

The ultimate goal of the Ember Hearth Council is to pass down their traditions and teaching to new generations. They will always be on the lookout for a new apprentice, some pale-blood or other will eventually catch their eye. They will take this one under their cloak to prepare them, if prevented from doing so they gain a point of Resonance per week. At ten Resonance they break loose of any bindings and seek out their apprentice and attempt to forcefully initiate them, a process that is never successful.
 
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Aaron Peori Artifact Homebrew: Anesidora Jars
Anesidora Jars (Artifact * to *****)

These relics of the fallen Shogunate are far more common then they should be and have led to the doom of many an unwary scavenger lord. Savants and sorcerers know well enough to leave any they find alone. In some case, the unprepared handling of these jade casks with starmetal caps has led to the fall of entire kingdoms and the ends of entire bloodlines.

With the collapse of the First Realm the resulting Shogunate found it had an infrastructure of wonders and marvels that it simply did not have the resources to maintain. Without the inspiration of their creators the sophisticated artifacts they had designed were prone to frequent malfunctions; in some case they even seemed to turn on the Dragonblooded who used them. Whether this was intentional, a final bulwark against betrayal, or not is unknown. Even as the Shogunate was working to try and reconstruct their society along less resource intensive lines the continuing collapse of much of their magical necessities threw the populace into chaos time and again. The unexpected failure of some critical but taken for granted industry or artifact led many cities to their destruction and wars were fought between the various Gens to secure the most reliable artifice.

The Sidereal Exalted, foreseeing this, began work on a way to extend key pieces of this society past their fated ends and passed on the secret to the construction of Anesidora Jars to their Dragonblooded allies in secret. Heaven, still wroth with the Sidereal's actions, did not wish this knowledge to pass on but what could one do?

An Anesidora Jar is a reinforced jade flask or urn, usually carved or cast in the shape of particularly inauspicious shapes such as profane gods, demonic faces and (towards the late shogunate) labyrinthine horrors. They are caped with a stopper of starmetal, each stopper is attuned to only a single jar.

When first created an Anesidora Jar is considered 'empty'. The user can then insert the cap into an artifact in the same slot he would a hearthstone. So long as the cap remains inserted the artifact will not malfunction or deteriorate. It continues to have a Repair rating if it does already and continues to go into arrears if not maintained. However, instead of malfunctioning when it goes into arrears the accumulated misfortune is channeled into the jar instead. The rating of the Jar must equal the Repair rating of the artifact it is to maintain. Once the jar has accumulated enough arrears to cause the device to completely cease to function it becomes 'full'. The jar also absorbs any botches that are rolled when the artifact is used. Each botch absorbed counts as one 'period of missed maintenance' for going into arrears. This can result in the jar becoming full without the user being aware.

If the jar absorbs more than its fill it explodes, shattering jade fragments in all directions doing (artifact)L damage to everyone in (artifact) yards. This is the least of the problems caused by the destruction. For the next (artifact) weeks everything within (artifact) miles is more likely to go disastrously wrong as the festering misfortune snarls and distorts the Loom of Fate. This has no effect on beings Outside Fate or any stunted or magically enhanced action, but otherwise every roll that produces 0 successes is considered a botch. This is unlikely to directly hinder most player characters but the ST should feel free to describe the horrific consequences on the area around them.

Once a jar is full the stopper must be removed and placed on the jar before the next calibration and is then carefully disposed of. If the jar is ever opened thereafter it immediately unleashes its accumulated misfortune.
 
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EarthScorpion Sorcery Homebrew: How Anchors Shape the Form of Spells
How Anchors Shape the Form of Spells

Two factors influence the shape a spell takes. The aspect of the motes paid as the spell's Price is the dominant one, and even a fool can tell a spell cast with solar essence apart from a spell cast with water essence. However, the Anchor used also influences the shape of the spell through the required rituals and the kinds of spell they can support.

Spells are learned for a specific Anchor. An XP surcharge must be paid to learn a new variant of a spell which uses a different anchor, and long study is required to convert a spell to using a different Anchor. As a result, in the short term most sorcerers are tied to their Anchors and a magician who needs his staff to cast spells can be disarmed and his threat greatly reduced.

Allies (and similar backgrounds, like Mentor)

When a sorcerer calls upon Allies to cast a spell, she is entrusting the spell to other empowered beings - most commonly spirits. Sorcerers who commonly anchor spells in demons are called demonologists or infernalists; sorcerers who anchor them in ghosts are referred to as necromancers. The beings in question must be capable of producing that effect; one cannot call on elementals to interact with the underworld. The Price of such spells often includes Resources offerings, blood sacrifices of Health Levels (or human lives for more powerful spells), and veneration.

The precise nature of the ritual behaviour and actions depends a lot on the entities in question. Demons ask for all matters of strange and often unnatural behaviour based on their alien drives, the Dead ask for veneration and prayer (as do gods), while elementals are often the simplest to handle and such things are based on the wants of the elemental who leads the court the sorcerer has a contract with.

The power of the Ally limits what spells they can anchor. Demons of the First Circle can only empower the simplest of spells, demon lords can empower the Sapphire Circle, while those who entreat with the demon princes can perform Adamant miracles. Similar limits apply to gods and the dead. Elementals are not so constrained, for their numbers and the power of the dragon lines they can draw upon allow even the mightiest spells to be performed if one has enough elemental servants.

The Ally's power must be able to reach the sorcerer in some way, or they must carry a symbolic token of the alliance. Demonologists load themselves up with trinkets of the demon realm to invoke its fell power in Creation, while necromancers dress in the trappings of death and carry ghosts bound in china jars.

Artefact

Many sorcerers consider artefact-anchored spells to be the most pure expression of the sorcerer's skill. In such spells, it is only the sorcerer's will, and the object that they are using to channel and shape their desires. Many of the most basic spells in a common sorcerer's arsenal use an artefact weapon as an anchor, and that is why the image of a sorcerer so commonly features their magical staff or their enchanted blade. In the case of Emerald Circle Banishing cast through an Artefact weapon, for example, the sorcerer literally orders the demon to return to hell while threatening them with their weapon. Many blades and armour made for sorcerers incorporate hearthstone sockets so that the sorcerer may draw power from the gems without having to fumble in a pocket.

Other sorcerers take a less direct route, and instead call on an aspect of the Artefact such as its legendary history or its construction. Thunder Wolf's Howl cast through a soulsteel blade makes the weapon itself scream with such force that men are sent flying, while many Dragonblooded sorcerers cast Death of Obsidian Butterflies by calling on the sword used by countless ancestors until the air itself is filled with the flapping memory of endless cuts and stabs. Devonian sorcerers in particular are infamous for designing artefact mechanisms designed to synergise with one spell or another, such as the infamous Orrery of Va Nelba, from which the sorcerer-king of the land could perform Cast Beyond the Veil of Time by adjusting it so the area no longer appeared in the future it displayed. Demonologists are notorious for their demon-wrought tattoos filled with malicious power that they can call on.

Obviously the sorcerer must have the artefact to hand to make use of it. This is why sorcerers are customarily stripped and searched when they are imprisoned, for fear of an unknown mystical amulet or magical brand they may have hidden on their person that they may use to escape. Wise guards never assume that they have found everything, for in Immaculate stories there is a tale of a wicked sorcerer who hid a demon in his stomach that kept his magical ring safe.

Backing

When a sorcerer anchors a spell in their Backing, they rely on symbolic logic and the authority of the institution. Because they are lord of this land, they can call on the earth itself to rise up and the rivers to flow with blood. Because they are a factor of the Nexan Guild, their knowledge of value lets them turn lead into gold through financial sorcery. Because they are an exorcist of the Immaculate Order, demons flee their presence. To do this, the sorcerer must explicitly invoke the authority and wear the trappings and garb appropriate to their position.

Certain spells are linked to a specific institution. For example, the sorcerers of the Realm and the Immaculate Order call directly on the authority of the Scarlet Throne - and this worries them greatly as it sits empty, for they worry that their spells will become unreliable. Other spells, by contrast, call upon a role. A spell anchored in a king's position does not care which throne the sorcerer-king sits upon; only that they have the power to command the land.

Breeding (and Lineage)

The breeding of the Dragonblooded is a force of mystical potency. The blood of dragons flows in their veins, and in the High First Age countless spells were invented by Terrestrial sorcerers that were anchored within the draconic force within them. Spells which use this always have an elemental aspect and must be cast with the Dragonblooded's own essence. Such power forms draconic iconography naturally, and is particularly efficacious in areas that harmonise with their element. Alas, the bloodlines of the Terrestrials have withered and they are no longer what they once were. Many spells anchored in Breeding are unusable by much of the Terrestrial Host.

Or at least they would be, if it were not for sorcerous lineages.

Lineage is effectively a pseudo-Background, which only exists for the purposes of anchoring spells and extends Breeding. Rather than blood purity per se, it instead is a measure of the accumulated contracts, oaths, and mystical potency that builds up among families where many generations practice sorcery. It is mostly seen at a family level among the Dragonblooded, but a few bloodlines of mortal sorcerers and incestous Lintha sects have generated it. More commonly it instead builds up down chains of mentor-student relationships. The Sidereal Exalted maintain chains of teaching which pass through Chejop Kejak that reach all the way back to the First Sorcerer, though those who are his personal students are less potent than those who have learned from those who have learned from those he taught.

However, since one's Lineage rating increases Breeding for sorcerous purposes, Dragonblooded from families of sorcerers can call upon rituals and spells despite having weak blood. House Ledala is famed for this, and some of the families within the House try to ensure every member is a sorcerer as to strengthen the lineage of all of them.

Cult (and other group backgrounds, like Followers and Command)

While Backing draws on a greater institution (even when a king performs it), Cult and other such backgrounds draw on the adoration and power entrusted to the sorcerer by others. Sorcerers who rely heavily on Cult are known for being egotistical even by the standards of magicians, and they are not humble men normally. It is through the obedience of others and their willing subjugation to his will that he subjugates the laws of nature. Other sorcerers remain a little more grounded, and anchor the spell in the actions of their followers in great prayers or by having their servants perform geomantic procedures in carefully chosen places across the land.

Just as a purely incidental note, these backgrounds can be emulated by the ritual sacrifice of human lives. Many necromantic spells are made so that instead of sacrificing loyal servants, one ritually kills one's foes. The following reanimation of their corpses is considered an elegant way of recycling.

Familiar (and other familiars, like Demonic Familiar)

Spells anchored in a familiar empower the creature to carry out the orders of their master. Most famously, Infallible Messenger is commonly taught for Familiar, and the creature in question bears the sorcerer's words to their target. This may mutate the creature heavily, such as a hawk familiar becoming a garda-bird-like creature for Flight of the Brilliant Raptor. Some sorcerers even assume properties of their familiar through magic, such as taking on their tiger's claws with Wood Dragon's Claw, or turning into the animal outright with the Skinchanger Rite.

More mystically potent familiars blur the lines between allies and familiars. A sorcerer with a demonic familiar of a blood ape may use it was if it was an allied demon - and with more potency, for it can feed directly off his essence due to their contract. Some sorcerers take unholy glee in empowering their demonic or spectral servants so that onlookers fear the power of their familiar - and so fear them even more.

Manse & Demesne

The first great split in human sorcery was born of the fact that while one can anchor spells in a demesne, one cannot in a manse. The mystic power in a manse is already sealed down, calcified into the production of hearthstones. Devonian sorcerers have long considered this to be the best use for the dragonlines, for the hearthstones may be used by a sorcerer to cast spells that require essence of aspects other than their natural one. Hearthstones can be used to pay the mote Price of a spell - and Resources costs too, for they are gems of great value as well as mystically potent. It is said that in the High First Age, their skill with the design of manses was so great that the hearthstone was nearly inert and could last a century or more until its power escaped. Such days are long past, and most modern hearthstones bleed their essence out until they are dry. Fire hearthstones are hot to the touch, while the hearthstone-like gems hewn from Malfeas' flesh sicken those who carry them with toxic Green Sun Wasting.

By contrast, Salinian sorcerers typically consider manses to be a blight on the natural essence of Creation, causing it to stagnate, and they favour the use of untapped demesnes as places of power. Rituals anchored in a Demesne channel power from the land itself, and likewise may be used to cast spells with the essence aspect of the sacred space. Salina preferred to honour the land and treat it in thematically appropriate ways, but a sorcerer might as easily rip the power from the land through the force of their enlightened will. There is a limit to how far one may channel the power of a demesne, though, and unless one is standing close to a dragon line one may not anchor a spell within a demesne unless one is within a few miles of it.

Purely as an academic note, Silur took a neutral position in the entire argument, though practically speaking she tended to favour manses due to the increased flexibility that easy access to hearthstones gave sorcerers. However, Silurian sorcerers did hybridise the two designs to create manse designs that instead radiated their power in synthetic dragonlines to specially made artefacts - a compromise which pleased neither party.

Resources

Alas, Resources are too ephemeral and fleeting to anchor a major working in. Instead, Resources components can be part of the Price of certain spells in addition to mote costs. This is particularly common in spells anchored in patron spirits who ask for sacrifices for their blessings. Those who cast Total Annihilation through an alliance with the Green Sun must sacrifice a priceless emerald the size of a chicken's egg as a vessel for his blighting power. Many less spells cost vast sums in exotic reagents to cast, which is another reason that sorcerers have a reputation for greed.

Whispers

When the Black Nadir Concordat plundered the graves of the Neverborn, they bathed in their cosmic filth and contaminated their very souls with the putrefaction of murdered titans. This rot is full of dreadful power, and may be invoked by practitioners of the Black Art. Unlike almost all other Backgrounds, Whispers are not committed to sorcery. One can take everything one wishes from Oblivion, and it will only grow greater.

Spells invoking Whispers automatically contaminate the nature of the essence used to cast it to "Necrotic". The rituals for such spells are dreadful and profane, full of glossolalia, mad logic and the terrible anti-mathematics of the Void. Sacrifices of Resources care little for the actual goods being destroyed - Oblivion just wants valuable things unmade. Human sacrifice is also commonly required. Spells cast through Whispers are twisted to fit the aesthetics of the Labyrinth - Raising the Earth's Bones pulls up a wall of literal bloody bones, dragged from mass graves across Creation, while the butterflies in Death of Obsidian Butterflies are not glass, but instead tiny fragments of the Void which only look slightly like the butterflies of the living world.
 
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EarthScorpion Sorcery Homebrew: Wave-and-Fire Possession Rite
Wave-and-Fire Possession Rite
Price:
20m, Resources 5; Circle: Emerald; Anchor: (Applicable Authority Over Demons or Devas) 3
Target: One willing mortal, enlightened mortal or akuma, one willing first circle demon or deva
Spell Duration: Instant; Casting Duration: 6 hour ritual
Essence Aspect: Hellish, Titanic; Favoured Aspect: None

There are many rites and spells within Hell that allow a demon to possess or impersonate a mortal. The Wave-and-Fire Possession Rite is a recent creation of a Green Sun Princess based on her own experience of her unwoven coadjutor, intended to allow a chosen cultist to transcend their mortality and fuse with a chosen demon. With research, a sorcerer might modify it to work for Gaian or Autochthonian devas instead.

Ritual: The sorcerer invokes their authority over the demon and commands it to inhabit the body of the host, who is ritually prepared to become a vessel for the demon. The targets must be willing if they are self-aware, though they need not fully understand what the consequences will entail. The six hour-long ritual involving the sorcerer, the demon and the host begins at sunset. The body of the host is prepared with lavishly expensive unguents and appropriate ritual ingredients from the demon's parent titan, costing Resources 5. Other ritual behaviour and preparation must also be carried out, in line with the demon's themes.

Mechanics: The host must have Essence 3 or lower. At the end of the ritual, the sorcerer rolls her Intelligence + Occult at difficulty (5+ demon's Essence). Failure means the spell shatters as if counterspelled. Success means the demon loses coherent form, coalescing around the host and forming something similar to the Chrysalis Grotesque. They remain in this chrysalis for an entire day, hatching at midnight the next day. The host must roll Stamina + Integrity, at a difficulty of the demon's Essence. Stunts by the sorcerer on the ritual roll also enhance this roll. On a failure the host and the demon both die messily.

Effects: If the spell succeeds, the host suffers a process metaphysically equivalent to death, permanently fusing with the demon and forming an akuma with Essence equal to the demon. The akuma resembles the mortal host, but he enjoys the benefit of (Coadjutor) Flesh Extravagance and possesses the Coadjutor background from the consciousness of the demon within his skull. He possesses the higher of the Attributes and Abilities of the demon and the host, and knows all the Spirit Charms that the demon or Host knew. Sentient hosts are usually in control of the new being, but if commanded by the sorcerer the demon assumes control. Commands from the sorcerer to the demon are unnatural Compulsions which cost 1wp per scene to resist. Non-sentient hosts are ruled by the mind of the demon, though they will display some of the host's instincts.
 
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EarthScorpion Sorcery Homebrew: The Ediacaran School
The Ediacaran School

The school of Ediacar was perhaps the first school of sorcerers among the Exalted to openly take on multiple students and become more than just a single master teaching a student. However, it ended in ignominy and Ediacar themself was slain in a great war and their demon prince consorts cast back to hell. Ediacar's favoured student, Cambria, publicly rejected her master and called for their death, but there were long rumours that she had taken more knowledge from them than she let on - and her famed student, Silur, displayed certain similarities to Ediacar's thought.

According to treatises condemning Ediacar, it is said that they thought that sorcery was how the Primordials expressed their thoughts. To such a being, a spell was an expression of intent, a means of conveying will. Therefore the sorcerer became kin to the Primordials, with each intent enacting a change upon the world. It was necessary to speak to demons and learn the ways of the Yozis so that one could learn to express as they did. It is said that they were convinced that with time, they would become as the world titans, and every thought of theirs would have a corresponding impact on the world.

In the Old Realm, few dared publicly express the sentiments of Ediacar after their death, but many more were tempted by them. How many demons would mention wondrous spells that the lords of Hell had shown? Did not the souls of the Yozis kneel before a sorcerer, enacting profane miracles with a single word? It is perhaps for the best that Ediacar's thoughts were so violently refuted so early on in the First Age, for had they thought them later on there the Exalted may have seen little wrong with such hubris beyond reason.

Modern sorcery does not like to admit how much it owes to Ediacar, author of the first systematic tomes of demonology and chronicler of the nature of the Yozis. Their ways were mysterious and poorly understood, but they were undoubtedly efficacious and their description of many common demon species have survived the years far better than their more direct teachings. Alas, most of their lessons are only known about through their condemnations by their rivals. It is generally believed that the allegations of the selling of souls to Hell for forbidden lore and worship given to demons for their service are slander put about by Devon, who is said to have personally loathed them and is known to have had a vindictive streak.

All Ediacar's books are lost, and almost all their knowledge is passed down to us by Cambria, her lover Ordovicia, and Cambria's student Silur. Still, traces of their work can be found buried in other tomes and sorcerers who keep retinues of demons to aid them in their magic and call upon the lords and princes of Hell to learn from them follow in Ediacar's footsteps. Some demon-hunters believe that Ediacar may have laid a death curse as they were slain and that their last act led Devon to his own ill-fated doom.
 
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EarthScorpion Sorcery Homebrew: Spirit-Shackles
Spirit-Shackles

Sorcerers do not summon creatures that they cannot bind and must shackle, unless they are entirely consumed by hubris. While binding a demon via the Surrender Oaths or the Laws of Cecelyne calls upon well-established powers and principles, shackling a demon weaves a chain of spells around the creature's mind and body, forcing obedience through pain and compulsion. Each shackling is constructed anew, and must be customised to the spirit in question.

A shackled spirit is not like a bound one. It does not wish to obey the orders it is given. The magic holds it like a choke-chain, and scours it if it does not obey. The spirit can resist the compulsions of the magic. The sorcerer must batter down their will if they wish their spirit to do something it does not wish to.

This method of control comes in levels, with each increase in degree of shackling constraining the spirit's power, but making it more pliable.
  • Once-shackled spirits experience a Compulsion to obey their summoner's words, which can be resisted for one willpower and one level of lethal damage per action. The spirit only cares about the letter of the instruction, and may freely disregard the spirit of their orders. Should two orders clash, they may freely choose which one to obey. The sorcerer may impose pain on them with a word as an Emotion effect, imposing a phantom -4 wound penalty.
  • Twice-shackled spirits must spend two willpower and one level of lethal damage per action to resist the Compulsion of their summoner's orders. In addition, should two orders clash, the spirit must attempt to find actions which obey the letter of both orders. The sorcerer may now impose any negative emotion on the spirit with a word - anger, fear, pain and so on. The spirit effectively has a Permanent Essence one lower than usual when bound this way, and all mote costs of its charms are increased by 1m.
  • Thrice-shackled spirits must spend three willpower points and one level of aggravated damage per action to disobey their instructions, and may not egregiously breach the spirit (though they may still manipulate loopholes in phrasing). The sorcerer is now not limited to negative emotions and may make them feel any Emotion at all. The spirit effectively has a Permanent Essence two lower than usual when bound this way, and all mote costs of its charms are increased by 2m.
Should a spirit undergo Limit Break while bound in this way, it reduces its level of Shackling by one. In addition, unless bound with the Anchor of a demesne, at the end of every Calibration the spirit's shackling reduces by one. Sorcerers may also increase the level of a spirit's shackling if permitted by the shackling spell, and many sorcerers who take these risks tend to concentrate on maintaining the safety of a thrice-shackled spirit.

Shackling is an inferior method of control to the customary methods. That much is certain. Every sorcerer who knows much about the field agrees. Many of them would never shackle a spirit - either out of ethical obligation, or more commonly a healthy regard for their own skin. Why, then, might a sorcerer wish to shackle a spirit?
  • Shackling permits them to control creatures that cannot be bound conventionally; gods, fair folk, primordial akuma. There are even some spells which permit non-spirits to be shackled.
  • Shackling permits a sorcerer to reach beyond their normal limits. Demon lords can be shackled with Emerald Circle Sorcery and demon princes by Sapphire Circle Sorcery. In the High First Age, some Twilights wondered if they might be able to use their Adamant mastery of sorcery to shackle a Primordial.
  • Shackling may be indefinite, as long as the chains are renewed every Calibration.
  • The sorcerer has been mislead and doesn't understand the limitations and weaknesses of shackling. Such fools swiftly find that they cease to be the master in the situation.
The following backgrounds are commonly used to anchor a shackling spell:
  • Artefact - the most common by a notable margin. Shackled spirits are literally trussed up in artefact soulsteel chains or collared in orichalcum. This is probably the safest form of shackling - relatively speaking - as the shackles must be removed physically to free the spirit, and should the Artefact fall off, it's an indication that a layer of binding has been broken, providing a warning to the master.
  • Demesne - also relatively common. Spirits shackled within a demesne are trapped within the sacred place, unable to leave it, and the power of such places strengthens the bindings so they degrade less each Calibration. However, a spirit shackled within a demesne slowly corrupts the essence flows of that place, tainting it towards its essence source. To some sorcerers this is a deliberate tool of geomancy.
  • Backing - the Immaculate Order has taught a few heavily monitored monks to shackle Second Circle demons through the authority of the Order. These monks do so to try to contain a rampaging demon lord, and force it to obey them and return to Hell. Such exorcists walk on a knife's edge, wary of allegations of heresy - but also rather more wary of being torn limb from limb by Octavian.
  • Cult - occasionally used, and often swiftly regretted. Cult has the fatal flaw that should the faith of the cult waver at all, the spirit may break a level of shackling - and that usually leads to a swift collapse in the remaining levels.
  • Ally - a character not party to the Surrender Oaths may try to bind a demon with borrowed influence from an Exalted Ally who could bind them. Make no mistake, though - such an attempt is a shackling, not a binding, and the demon is entirely aware that the chains on them are imposed with illegitimate, borrowed authority.
 
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ES homebrew: Sorcerous Ascension
Sorcerous Ascension

Men cannot master sorcery. It is beyond them. A species that is born blind to the flow of essence and that must blast open its chakras of understanding to perceive the gods who live among them could never hope to master the birthright of the Primordials. This is an iron-clad law of the universe.

Ah, but men are cunning and men are greedy and men know hubris beyond reason. Is it any surprise that some mortals have found a path to ascension?

The Sacrifice of Humanity

A human cannot understand sorcery, but a prospective sorcerer can still undergo the Trials of Sorcery. They pass through the four Trials, but at the final Station of Choice the one who seeks ascension must choose to sacrifice their humanity in one way or another. To become a sorcerer, they must become something other than human. At this moment, their decision to become other completes their chrysalis. They lose their humanity and gain knowledge of sorcery. The balance of karma is maintained. This might seem impossible - like opening a box with a crowbar within it - but the first act of reality-warping the new sorcerer performs is to change themselves so that they might be a sorcerer.

Many die at this stage. Such power is terrible in its might, and mortals are so fragile. A mortal who tries this might dissolve into stinking toxic sludge, be torn apart by uncontrolled forces, or simply vanish never to be seen again. Let it never be thought that this path is without risk. The danger is great enough that many who could attempt this path never overcome the Station of Fear. Such is life - and such is man.

The nature of the Station of Choice that the sorcerer chooses is what determines their new nature. Not all once-human sorcerers are the same class of being. Some men commit ritual suicide in a way that means they transition to the afterlife and preserve their power, devouring their po to become life-drinking monsters. Others purify their nature and become elemental beings, or transmute themselves to gods or akuma. Others yet snatch up a title-fragment of the Wyld and become a living story; the Wise Man, the Sorcerer, the Wandering Sage. And some become stranger things yet.

Ascended sorcerers are too varied to fully describe and encompass. The power of sorcery is that it is many things, and so they are many things. The one thing they are not, and cannot be, is human.

A Few Sorcerers

In a remote valley in the North East dwells the knowledge-god Ildyr, Goddess of Discovered Lore, who lives among the overgrown ruins of Shogunate towers and maintains their records. Once a powerful Celestial God in the Bureau of Heaven, Ildyr drew the wrath of the Shogun of Paperwork for certain indiscreet comments and she left Heaven in a rage. The Children of Ildyr are curious mortals who she lures to her valley with puzzles and enigmas, requiring both curiosity and wit to solve, and from thereon in she teaches them as her disciples. Those who achieve ascension take on some of her nature as they sublimate their desires to her. Their hair turns snow-white regardless of their age, and their eyes become paper and ink. Ildyr sends her students out to copy rare lore and secret knowledge, making sure that copies are made of valuable things that might be lost forever. Other times, they plant duplicates of lore in libraries to be discovered by scholars.

The Perfected Drakes provide the only path to sorcerous ascension sanctioned by the Immaculate Order. Through long discipline and meditation on the Immaculate Texts, the adept purifies their essence and brings it into harmony with one of the elements. At the moment of their Station of Choice, they make the decision either to die - for the purity of their soul is such that the Texts teach them that they are guaranteed a reincarnation as a Terrestrial in their next life - or to step aside from the cycle of reincarnation and become a drake-bodhisattva. These sorcerers sacrifice their own reincarnation and become an imperfect dragon in this life, one who lives to guide others on the path to a better reincarnation. They wear mortal skin to teach and fight wickedness, but in truth they are serpentine elemental dragons. Perfected drakes are rare among the Order; most mortal monks and nuns who reach this point choose death and rebirth over the path of the drake.

One known now only as the Golden Devil-Sage was once a heretic who worshipped the anathema, seeking to recreate their power. He drank tinctures infused with sunlight, hunted down lesser servants of the Sun and drained their blood, and consorted with Hell. In the end, his sacrifices to the Street of Golden Lanterns paid off, and he tore away his mortality and gifted it to her. What remained in his pace was a perfect androgynous figure, with golden skin and a lust decadence to every move they made. Seductive and corrupt, the akuma now moves among Creation, captivating ambitious men and women with their magic and luring them to the path of Hell - for their magic lets them turn lead into gold and the souls of men into precious gems.

In the far east, a wise woman was betrayed by a rival and thrown into a deep pit to die. But she did not perish, and she listened to the spirits despite the pain of her broken legs. She lived off the moss and mushrooms that grew down there, and drank rainwater which dribbled down the rocks. In the first year, she raged. In the second, she prayed. In the third, she meditated. And in the fourth year, she came apart into the moss and mushrooms she had eaten. The next night, a female figure made of plantlife picked up the rival, and cast her into the pit. She did not survive. This was three hundred years ago, and now the Verdant Lady guards the eastern forests against the chaos princes. Her magic makes the trees grow to the size of mountains, and the forest spirits are her allies which let her do many mighty things.

The Naib of Huuza rules over an area of the South-Eastern country of Taira. In his youth he was vain and ambitious, and sought to never die. He studied forbidden arts and black magics. His knowledge grew so great that he laughed in the face of death, and tore out his po, stuffing it in a statue and replacing it with a bloated conglomerate made of the souls of the victims he sacrificed in his ascension ritual. The yidak-like monstrosity animates the golem statue and slays his foes for him, while he only grows more powerful as he devours more souls. He must digest these souls to cast magic and respire motes, though, and his subjects know never to let children and the elderly go unwatched lest they vanish. If it were not for the civil war and the large number of slaves he buys to fuel his life, questions would be asked - but as it is, he considers how to lever his power to seize the title of Shah for himself.

In the machine-realm of Autochthonia, the hegemonic Octet forbids the path of sorcerous ascension. In their hypocrisy, though, it is not unknown to the oligarchs and theocrats who keep their own grasping for personal power hidden from the proletariat. Outside of their dominion, the cities of the people sneered at as 'tunnel folk' are often ruled by Sorcerer-Executors who weave their magics through cunning implants that replace their chakra system - no longer human, but now something new.
 
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GardenerBriareus Demon Homebrew: Ghalu-Than, The Great Terror Worm
All right. It's done. My first Third Circle Demon, and the fetich soul of my homebrew Yozi.


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Ghalu-Than, The Great Terror Worm
Demon of the Third Circle
Fetich Soul of The Darkness That Swallows Cities


The Darkness That Swallows Cities is many things. He is spiteful, he is jealous, he is grasping and feckless. Yet more than anything else, he is afraid.

He fears the Lunar Exalted, for they are faceless and cruel and clever (and they are the agents of Luna, whom he fears – and despises – even more). He fears the Incarnae, for they crushed his many siblings and made even the Holy Tyrant kneel. He fears his siblings, for they had little love for him even before the Incarnate Rebellion, and their opinion of him has not risen during their long imprisonment. He fears that his desires will never become reality: that the Incarnae shall rule for-ever, that Gaea will never be broken & brought to heel for daring to spurn him, that the Reclamation will fail, that he will be trapped forever beneath the burning gaze of Malfeas, who has none of the patronizing dismissiveness of Theion-that-was and so punishes him endlessly for his weakness.

Ylagra's fears are innumerable and all-encompassing, and yet Ghalu-Than's fears are greater and deeper still. To it, all outside itself is a fearful, terrifying threat, and the only coherent thought in its panicked mind is to run away from the terror that is all around it – though doing so brings no relief, as no matter how far it travels, it cannot escape its own paranoia.

Thus, the Great Terror Worm endlessly flees through the twisting catacomb of The Darkness That Swallows Cities, careening through vaulting caverns and claustrophobic tunnels without regard for where it is going or what is in its way. The countless coils of its chitinous form crash and rebound off all around it, for its fear precludes all concerns other than to move away from where it was. Once, its form was studded with a thousand bilious purple eyes which with it guided its movements, but the Lunars drove spikes of blessed moonsilver into each and every one of them during the Incarnate Rebellion, and now wherever the Great Terror Worm goes, the greasy turquoise blood from its blighted sockets bubbles and congeals against the stones.

Those strange, innumerable children of Ylagra who inhabit his more open spaces know to seek shelter when they hear the painful, shrieking roar of terror that pours eternally from behind Ghalu-Than's tripartite jaws, and pray it will not bring down the cavern ceiling or crush them against the walls as it passes. Ylagra's vast, empty form is marred with cracks and shears and jagged clefts beyond counting from Ghalu-Than's hysterical flailings, and yet its antics go unchallenged: The Darkness That Swallows Cities is not exempt from the Great Terror Worm's insane paranoia, and his efforts to halt his own fetich's flight or command it to show greater caution in the past only drove it to new heights of panic-driven destruction.

When an entire nation falls into riot and disarray through blind fear that has no reasonable cause, and its ruler's efforts to restore order result only in his own death, the Great Terror Worm may burst forth from the spot where he fell and blindly flail across the landscape like a tossed stone on water, causing terrible chaos and devastation before vanishing back into the Demon City with the dawn, oblivious of its brief sojourn into Creation.

For a Sorcerer, Ghalu-Than is a somewhat burdensome tool. Even if bound, the Great Terror Worm will not willingly stop its endless flight (indeed, it gains one point of Limit for each round it is forced to remain stationary), and it lacks all understanding of subtlety or discretion. However, it can be given a direction to flee in, and the heedless tumult of its passing sends the least gods of the earth into pain-wracked spasms, such that lesser buildings collapse, fields of tilled soil shiver and swallow all that rests upon them, and even fortified citadels are shaken to their foundations – and for all its fear, Ghalu-Tha's massive form can smash apart jade ramparts like driftwood, and mortal weaponry will bend & shatter before it has any hope of penetrating the gnarled plates of its flesh.

Worse, where Ghalu-Than goes, his turquoise blood is left behind, and it sinks deep into the feeble soil of Creation within hours, poisoning those plants which grow from it and dooming all who seek to forage from such tainted land to become mad, emaciated beasts. Those who seek an engine of indiscriminate destruction and lingering harm could do worse.

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Please, PLEASE give me feedback, people. I NEED IT.
 
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