EarthScorpion Essay: Kimberyian Charms
So. Let's talk Kimberyian organisational Charmtech.

The inspiration sources for this should be the Mafia, The Shadow Over Innsmouth, pirates and organised crime in general, combined with kin-bound groups where everyone's related and just a hint of eusociality like ants or bees.

Hence, I will posit that Kimmy's organisational stuff should incentivise you to structure your organisations like the Mob. You're going to want to make it the Family, the kind of group that keeps up a respectable facade. It shouldn't require you to run the nation you're operating in, but it should make sure that your underlings are more loyal to you than they are to any central state. It should favour your kin over strangers. I will also suggest that Kimbery should have a way of adopting people so they count as her descendents, because that's what mobs do - probably using blood oaths and indeed probably by literally putting some of your blood in them (and this means any of their children conceived after they swear their oath are your descendents).

So what should it have?
  • At a basic level, there's probably a Respectability Field for dramatic actions taken by organisations you lead, so outsiders ignore that you're selling drugs to the community or smuggling weapons in or other things like that - because they're not part of the family so they know not to look. This should be weaker than personal-level stealth Charmtech, but enough that it takes a heroic investigator to notice that Innsmouth is full of fishmen.
    • Upgrading from this, "smuggling route" Charmtech to allow your organisations to move things more quickly than your rivals without people noticing. The intent is that things like this will also let you do things like sneak a reinforcing army into a city under siege, or evacuate a place that the Realm is marching on and when they arrive they find no sign you ever were there.
    • This might even allow a strange "mirror" to Neighbourhood Relocation Technique that, rather than moving physical geography instead moves human geography. So you can basically order your cult-family-mafia to pick up sticks and move to a new town - and suddenly as far as everyone else is concerned, there's always been a mob with strange wide-set eyes dominating the dock areas.
  • "Protection Racket" Charmtech to make it easier to subjugate organisations you're helping or assisting. Kimbery should be encouraged to make her followers useful to powerful people, and so take over. For example, you start off helping the criminals in a new city, and at some point the tables turn and you've flipped their allies and you're now the crime boss.
    • "Extortion Racket" Charmtech to make it easier to extract resources from organisations that you don't run. This can take the form of extortion racket, pirate raids on shipping routes, blackmail of important people - the main thing is that you're plundering resources.
  • "Code of Omerta" Charmtech so your followers don't blab to the law. This probably works similarly to the Solar thing that increases your followers' MDVs and makes them have to spend WP to betray you. It's probably weaker for most people than the Solar version, but stronger for your descendants.
  • Adoption Charmtech for making people into your descendents - probably Supplementary, enhancing a formal adoption procedure. This is a powerful effect for Kimmy, so it should only be working on willing targets. They might be trying to trick you or not understand what the adoption really means, but they should understand that this'll make you part of the Family. It probably involves giving them some of your blood, or other bodily fluids (so when you're an ocean who doesn't have blood, you can have them drink of your water). There's also probably a purchasable upgrade that'll allow your priests who are your descendents to adopt people, so you can have your priests tell people to drink of their blood and eat of their flesh, my child.
  • The training Charms I've already written (Hidden Family Secrets and Instruction From Mother), because this is a fitting place for them as this is organisational stuff.
 
EarthScorpion Charm Homebrew: Fleeing the Scene
These Ebon Dragon Charms... well, they started off as me just wanting to make something a bit Dishonoured for TED, but then they took a side path into "being Spring-Heeled Jack" and eventually ended up as "jumping over Victorian London, shouting 'fuck you Sherlock Holmes' at the top of your voice".

Fleeing the Scene
Cost:
3m; Mins: Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Cracked Cell Circumvention

The Ebon Dragon has never been a fan of facing the consequences for his actions. Better to run from them and leave his pursuers stewing in the knowledge that he has escaped.

This Charm functions as the Solar Dodge Charm Leaping Dodge Method, but must move the character away from the source of danger or remove the character from the line of sight of the danger.

This Charm may be repurchased. The character may now activate this Charm immediately after committing an act of depravity. If used in a murder or an assault, this allows it to be activated in Step 10. The leap must be away from the location of the act of depravity.

Passing Off Blame
Cost:
6m, 1wp; Mins: Essence 2; Type: Simple (Speed 7, -2DV)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Fleeing the Scene

The Ebon Dragon spares the world the harshness of unwanted truth, telling it much more pleasant lies. That the untruths divert ire is only an added benefit.

The Infernal activates this Charm after committing an act of depravity, taking an action to meddle with the crime scene and rolling his (Intelligence + Larceny). Successes on this roll add to the difficulty to investigate the act of depravity. Success on this roll obfuscates the Infernal's involvement, and allows him to describe an alternate sequence of events that the evidence seems to suggest. When a character attempts to investigate the crime scene, failure on the roll means that the investigator instead finds that the evidence supports the Infernal's fictional sequence of events - for example, that Ledaal Kes slipped on a discarded Gateway piece and fell onto his own daiklaive, rather than being stabbed by an assassin.

Use of this Charm counts as an act of depravity for the purposes of Fleeing the Scene.

Spring-Heeled Shade
Cost:
3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Fleeing the Scene

The Ebon Dragon flits from place to place, never resting when there is mischief to be done.

This works as the Solar Athletics Charm Monkey Leap Technique.

Flitting Elusive Ink
Cost:
2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisites: Spring-Heeled Shade

One's own shadow is a door that Ebon Dragon may walk through, for he is the Shadow of All Things.

Until the Infernal's next action, he may take a special Jump action in place of a move action as long as he is not directly illuminated. This Jump may be to any location that is not directly illuminated within his sensory distance, as long as it is within (max unenhanced jumping distance x 5) yards. This may allow him to jump to places he could not physically fit if he moved conventionally, such as jumping through a keyhole. Areas warded against scrying force a Charm roll off. The Infernal moves as an unseen inky shape or collapses into the shadows rather than moving through the intervening space, and if the Infernal jumps to a location with no visibility he may reflexively roll to re-establish surprise.
 
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greensun Charm Homebrew: Aegis of Blue Law
So, revised Cecelyne Soak Charm.

Cost: (+3m)
Mins:Essence 3
Type: Permeant
Keywords:Obvious
Duration: Permeant
Prerequisite Charms: Counter-Pronouncement Of Enthymemic Law
Cecelyne rides into battle with no armor beyond the laws she has written. They offer surer protection than any crude iron or hammered steel. Whenever the Infernal uses this charm prerequisite, they may pay an extra 4ms, the spoken law forming into blue characters of Old-Realm of solidified law that hover just above the Infernals skin.

This armor of legalese adds (Essence + Lore) to the Infernals soak against all banned actions, so a ruling of 'none shall harm the Prophets of the Yozi' would apply the increased soak against general attacks, while another of 'fire is forbidden from burning the Green Sun Princes' would apply to flame attacks and fire based environmental effects, while against Orchalicum being used against the world's makers would apply to the Solar's Grand Daiklave or a spat curse against peasants harming their masters would apply to an entire revolt.
 
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Greensun Charm Homebrew: Taint the World's Veins
Cost: 10m,
Mins: Essence 3
Type: Supplemental
Keywords; Obvious, Desecration
Duration: Instant
Prerequisite Charms: Cold-Fire Desolution Brand, Magnanimous Warning Glyph

When the Princes of Hell come to retake Creation for their masters, fire and vitriol will flood the Dragon-lines of the stolen world, changing and warping the elemental spirits along with them.

Whenever an Elemental Spirit is branded with Magnanimous Warning Glyph, the Infernal may choose to use this charm to enhance its prerequisite, flooding the spirits veins with the toxic and mutagenic power of vitriol. This process is delightfully painful for the elemental in question and inflicts a internal penalty of the Infernal's (Essence) to all actions for the duration of the change which usually takes about (Elemental's Own Essence) hours to complete, as its very essence is changed to that of hell.

The actual results of this change can vary per spirit and the element in which they partake; the flames of Fire elementals turn viridan and their hides blacken, while Water elementals partake of Kimbery and vitriol, Air spirits either turn crimson with the winds of Adorjan or with the psychedelic hues of Hegra. Earth Elementals often turn brass or basalt, or even surge with the silver sands of the Endless Desert, while Wood Elementals often find their leaves and bark turning into mirror polished silver, their sap turning into quick or their leaves turning gray and their vines hungry. Beyond the cosmetic, the Elemental becomes a kin to the hellish realm of Malfeas, gaining the Creature of Darkness mutation and positive mutations up to a value of the Infernal's essence score as scales grow thicker, tusks and fangs sharpen and spirit grows to monstrous size. These painful changes inflict an intimacy of Terrified Awe upon the spirit.
So, who wants to be a Studio Ghibli villain?
 
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EarthScorpion Demon Homebrew: The Green Cherry Demonomicon
So, I finally got around to compiling all the various forum-written demons I'd done which I could find.

So here's the Green Cherry Demonomicon, a document of EarthScorpion-written demons. Each circle is organised by their creator, so all the Octavian-ian First Circles are together, and so on.
 
EarthScorpion Homebrew: On Designing Demons
On Designing Demons

When designing a demon, remember to make them a bit weird. It is an important part of their aesthetics and helps to distinguish them from gods. First circles in particular should call upon imagery which evokes biopunk and technology in a demonic manner - a first circle won't touch a bundle of grapes and turn them into wine, but it might scoff down grapes and then lay eggs filled with a slightly vinegary vintage.

Second and third circles, meanwhile, should avoid the trappings of the stereotypical Western devil (red skin, pitchforks, horns), but should nevertheless evoke mythological demons. Indeed, the stereotypical Western devil is just a subset of the Christian and related traditions - the Lesser Seal of Solomon is valid inspiration. A giant eagle with the head of a man which carries a spear in its claws would be a valid form of a second circle, as would a morbidly obese woman who dresses in finery and rides a chariot pulled by crocodiles.

These demons fill the role of demon lords and demon princes in most settings, and it is perfectly acceptable for the main antagonist of a campaign to be a third circle demon who has converted a city to worship them under the guise of being a god and who is spreading their faith across the region in order for the devotion to allow them to be summoned. It's a fine narrative role. Demon princes corrupting areas is one of the purposes of demon princes. It's just it's important to remember that they're not just classical tempters, and players should - if they choose to do more than just react to demonic plots - see that there's a wide range of them. Indeed, one of the more cunning ways to thwart a demonic subversion plan is to make an arrangement with one of the demon's rivals in Hell so they can take advantage of their distraction and so attack them on two fronts.

First circle demons are tools. When designing a first circle, consider why they were made and how they're used. The only 'useless' first circle demon is one which was made for a purpose of being useless (which in itself is a use - consider an ornamental bird-demon who is too heavy to fly and stands around looking pretty), or one which was a failure at its intended purpose. In the latter case, it may still have a use in the hands of a cunning sorcerer. Consider a knife-clawed demon intended to cut open armoured behemoths, but which was too slow for real combat, A sorcerer may find a use of this demon for crafting purposes, using them to carve metal and cut stone. Most first circle demons will exist in the E2-3 range, while a few exceptional breeds can start at E4. These exceptional breeds should have linked downsides - the teodozija are the archetypical E4 first circle.

Second circle demons are demon lords and midbosses/lieutenants. When designing a second circle demon, one must consider how it is used as an antagonist and how it is used as a tool. In a Celestial Exalted game, it is likely at least one player will start summoning them in ordinary play. The ST must therefore consider both how the demon can be useful to a player who summons them, as well as their own motivations and goals and possible plans in Creation and Malfeas. Most second circle demons will exist in the E5-6 range, with a few powerful older ones managing to reach E7.

Third circle demons are demon princes and endbosses. When designing a third circle demon, your primary consideration should be its role as an enemy or an ally for characters. Summoning and binding them is meant to be high risk, with a good chance of failure. Only Solar Exalted can bind them - while Green Sun Princes can summon them, they cannot bind them. If you are involving Infernals, take account of their position as the people who give Infernals orders. They'll try to use Green Sun Princes as their pawns to accomplish their goals in Creation, so know what they want. Third circle demons reflect a facet of their parent Yozi, but they are not their Yozi. Most third circle demons will exist in the E8-9 range, while fetich souls are E10.
 
horngeek homebrew: Konyvtar, the Archive Addictive
With thanks to @Aleph for helping me turn this idea into a full thing:

Konyvtar, the Archive Addictive
Demon of the Third Circle
Fourth Soul of Elloge


A robed and cowled figure, Konyvtar seems slow and unassuming as it moves. Some might think this Unquestionable meek. Some might even think it a coward- and perhaps they are right in the second, but they do not realise that six hands move too quickly to be seen as they trace over books and scrolls around the figure. They do not notice how the ever-present murmurs of its voice escape the ear and coils around the mind to make one paranoid and convinced of hidden patterns- patterns that control the actions of all around them, and override even the urgings of Fate. Those who kill themselves in this paranoia become hooded and cowled themselves, akuma-slaves that aid the Archive Addictive in its archives.

To read from these archives is to risk the same fate- for those who read find themselves delving deeper and deeper, from scroll to scroll and book to book, until they starve themselves to death- and join the ranks of Konyvtar's librarians, inscribing knowledge and history in pursuit of this hidden design.

Konyvtar hopes to find out everything that will ever happen through deciphering this pattern- for it is terrified of the unknown, and is driven by a desperate desire to know the future. Even the knowledge of a certain doom is preferable to torturous uncertainty. It views Sacheverell with great suspicion and fervent ardour- for it believes his sight might reveal the Pattern it seeks if he ever woke, but at the same time fears greatly that he would keep this knowledge from any but he alone. The End of All Wisdom and the Archive Addictive have hated each other for ages gone, and often fought, libraries of ink and glass battling for position along the streets of the Demon City.

When the wisest man in a kingdom falls into madness and paranoia, tearing through his libraries in search of a secret that is not there to be found, Konyvtar can slip free from its bindings and emerge in the sage's mind; there to robe and cowl itself before continuing its eternal search. Sorcerers summon Konyvtar for his knowledge, for the Archive Addictive's relentless search has lead it to many strange pieces of knowledge- but they should be well-warned, for its whispers will not stop even for a sorcerous binding…


Konyvtar and the Althing: It has not yet determined what part the Green Sun Princes have to play in the Great Pattern, and will either keep them near to watch them closely or send them in search of lost knowledge that it has long sought after. If it can do both, of course, it will make an effort to - perhaps in action the role of the Infernal Exalted will become clearer.
 
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Matsci Demon Homebrew: Sadakeeda
So, sorry to interupt the conversation, but I (poorly) wrote up a custom 1CD to handle my Lack of Roads problem, and I though I would share it

The basalt roads of Jacint criss-cross the many layer of Malfeas, forming the backbone that connects the demon city. However, these roads are never connected to each other, or the plates, in ways that are comprehensible to mortals or the less serfs of the city. Created in order to connect the many paths of Jacint, the Sadakeeda have found a home among all the demon city, and are used to carve paths for trade, and for war. Octavian is know to keep a stable of the creatures, bred to be especially voracious, for use as siege engines, as they simply eat their way through fortification, while leaving a path for his army to follow.

Each Sadakeeda appears as a massive caterpillar, the size of a Yeddim, with it's segmented shell made of a golden brass alloy; though the shine of the shell is rarely visible, due to the nature of the beast. As it crawls along the plates of Malfeas, it consumes all in front of it, via it's massive gaping maw, lined with many spinning circles of teeth. Inside the worm, a massive vat of vitriol and fire breaks down all the consumed materials in to a dark bituminous pitch, save stones, which are broken down into a mix of gravel and sand. This mix is extruded out between the massive golden plates, staining a shining creature black and slimy, and fills the trench the Caterpillar leaves behind. Over the next several hours, this slime hardens to a smooth, black rock-like structure, similar to the basalt roads of Jacint, though much softer, but still convenient to travel upon.

Due to it's lack of eyes, Sadakeeda will only travel travel in strait lines, consuming all within their path. When used in the demon city, care must be taken be taken to ensure that they don't eat their way through anything of value.

Only two things redirect or stop a hungry Sadakeeda. Should the Brass Caterpillars encounder a stream of flowing water, it will stop upon the slightest touch, for the waters of creation and Kimbery are toxic to the Sadakeeda. Should it be tricked into consuming more than a bucket full of water, it enters a form of torpor, freezing in place until it is fed at least a buckets worth of burning coals, or burning charcoals. The other thing that can redirect the worm is the scent of it's favorite food, coal. Should the Brass Caterpillar scent coal nearby, it will divert it's path to eat all of the black rock that it can fit into it's mouth.

Given enough coal to eat, The Brass Caterpillars will enter a form of cocoon, wrapping itself in a stone shell, which will them grow red hot from within. After 1 month spend in this form, the shell will shatter open, revealing a collection of smaller Brass Caterpillars, each which set out on their own path.

A Brass Caterpillar can escape into creation whenever a man dies of thirst or starvation, while traveling down a road.

Summoning: Sadakeeda are summoned to carve paths throughout creation, though they are of less use in some areas, due to the amount of water. Sorcerers who summon the worms will mark the path they wish the Sadakeeda to follow with clusters of burning coals, guiding down a path not to steep for human travel, and away from rivers, puddles, and springs that might stall the worm. They have been used as siege weapons as well, eating their way through the walls of castles and cities.

Motivation: To satiate it's endless hunger.

Attributes: Strength: 12 Dexterity: 2 Stamina: 12 Charisma: 1 Manipulation: 1 Appearance: 4 (2 when coated with pitch) Perception: 1 Intelligence: 2 Wits: 3
Virtues: Compassion 2, Conviction 5, Temperance 1, Valor 4
Abilities: Athletics 5, Awareness 2(+3 Smelling), Craft (Earth) 1 (+3 Earthworks), Integrity 3, Investigation 1, Martial Arts 2 (+3 Bite), Melee 3, Occult 1, Presence 2, Resistance 5 (+2 Endure Hardship), Survival 2

Charms:
AFFINITY (ELEMENT) CONTROL – The Sadakeeda may control the bituminous pitch it extrudes
BREAD OF WEAK SPIRIT – The Sadakeeda loves the taste of weaker gods.
DOMAIN MANIPULATION SCENARIO – The Sadakeeda can twist the roadway it leaves behind.
ESSENCE BITE --- The burning tar that covers the Sadakeeda is unpleasant to touch.
Materialize—Costs 60 motes
Ox body Technique x3
Tracking – May only track coal, or a bound location.
Landscape Travel --- The Sadakeeda can crawl across almost any surface, or even up walls.
First (Ability) Excellency—Athletics, Craft, Resistance
Third (Ability) Excellency—Athletics, Craft, Resistance

Join Battle: 5
Attacks:
Bite: Speed 5, Accuracy 7, Damage 8L, Parry DV 0
Trample: Speed 3, Accuracy 5, Damaged 12L
Soak: 18B/14L (Malfean Brass Plates +12B/+8L)

HL: -0x2/-1x3/-2x3/-4x3/I

Willpower: 9 Essence: 3 Essence Pool: 70

Other Notes: The Sadakeeda moves at rate of about 2 mph while traveling overland, leaving behind a trail of asphalt approximately 3 yards wide, level with the surrounding terrain.
 
Havocfett Setting Homebrew: Rakshasa
Creatures of Want, Creatures of Am

(18) First of all he from his shadow created the five types of ignorance called tâmisra (Ignorance), andha-tâmisra (The concept of mortality), tama (Nescience of the self), moha (The illusion of the material/being matter), and mahâ-moha (Craving or lust)1 (19) Dissatisfied Brahmâ threw off this body of ignorance which was then seized by Yakshas and Râkshasas to serve as the darkness that is the source of hunger and thirst. (20) Controlled by that hunger and thirst they ran after him in order to eat him and cried in their affliction: 'Do not spare him!' - Bhagavata Purana (3.20.18-20)

"This is true," said YISUN fondly, "but she carries with her the most powerful mastery, which is the hunger of desire. She is the Master of Want." - Kill Six Billion Demons, Pree Aesma and the Three Masters

So, Raksha in Exalted are dumb as shit.

You may have an alternative opinion but you're wrong. They took an interesting idea that tied neatly into the historical legend of the Rakshasa and fucking ruined it because the fucking authors they got didn't understand anything that wasn't overplayed fucking faerie with fucking courts.

Jesus christ they take agg from iron.

It is some seriously dire, singularly disappointing total horseshit. If you're gonna cop out and be yet another rando using fae then don't pretend you're doing something worth the ink it's fucking printed on to lure people in.

So, yeah, Exalted's take on Raksha. Dumb bullshit, even ignoring their mechanics. But once we've recognized that, how do we fix it? You can't just tear shit down and leave a gaping hole there, after all. Unless it's the first couple chapters of Infernals. Or something similarly dire.

Well, start from the legend and adapt it to Exalted.

So, you have the Rakshasa and the Yaksha. Yaksha can be basically ignored, for our purposes they aren't meaningfully different from the Rakshasa. The term Rakshasa itself, however, has two definitions.

The first is literally 'wild men'. Ultimately this is not a particularly common use of the word, though Adivasis and, in at least one case, the Nepalese were referred to as such. That said, for our purposes it'll be useful to refer to Wyld Barbarians.

The second definition is 'demons'. It's not quite a proper translation, Rakshasa really aren't analogous to Demons in the Judeo-Christian tradition or in the hordes of Fantasy settings that have plagued the twentieth and twenty first century. Still, it's the definition we want when we're referring to Rakshasa. Consummate shapeshifters, masters of illusion, beings of superhuman strength with mastery of magic and with impossibly strong wants.

And, when talking about Rakshasa, it's the wants that are important.

Pretty much all of the legends involving or about Rakshasa revolve utterly around their wants. Surpanakha's lust for Rama and Lakshmana results in her being maimed, then results in her selling Ravana on Sita. Ravana's lust for Sita leads to a titanic war that destroys his kingdom. Hidimba's desire for human flesh leads him to eat everyone who enters his forest, while Hidimbi's lust for Bhima leads her to turn on her brother and have him killed. Ravana's desire for kingship leads him to overthrow his brother, his desire to impress Shiva leads him to pull his nerves out and play a sick Veena solo on them. Rakshasa are defined by the strength that the five illusions have on them, and consistently it is maha-moha, uncontrollable cravings and lust, that are what define their tales. Rakshasa never back down from their pursuit of what they want, save to pursue some new desire, and this holds true not merely for villainous Raksha, but also for heroic ones. Hidimbi betrays her cannibalistic sibling not because it's the right thing to do or because she's disgusted by him, but because he tells her to help him eat a hot guy.

(There are obviously exceptions but largely you can slot them into this paradigm. Kumbakharna as desiring to serve Ravana, for example, and Vibhishana very carefully controlling his desires so that he's not compelled to act on much, and as such is one of the few Raksha in Ravana's court who do not deeply want to please Ravana. The few exceptions, perhaps including Vibhishana, would fit into an expanded paradigm involving the various illusions but I'll get to that later)

In Exalted terms, they're an entire species with five conviction, randomized other virtues, and they are completely unable to suppress conviction.

Quite obviously, they weren't always like this.

So, Exalted. In the beginning you have the Wyld and jackshit else. The Primordials are things, but the Rakshasa, as we know them, aren't. What would eventually be them exists, of course, but it has not yet been cursed with the beastly idiocy that will eventually make it a Rakshasa. It doesn't want anything, it doesn't fear death, it doesn't do much at all, really, save reflect on itself. It exists in a natural, eternal state of enlightenment, incorporeal, immortal, and eternally thoughtful in the non-space of the pre-creation Wyld.

Then the Primordials fuck it all up. They create. Things exist, properly, have definition. Linear time. Direction. Needs.

Wants.

The non-thing, perhaps curious, perhaps not given a choice in the matter, takes form. A million forms. A billion forms. It cloaks itself in flesh, instantly becoming an entire species, and in an instant it forgets what it once was. Where once was an immaterial, self-content, ever-knowledgeable, atman now there are a billion stupid greedy little creatures, each wrapped in a thousand little delusions: I am. I am strong. I am wise. I am not you. We are different. I will die. I need this. I want this. This is important.

They rushed creation and her borderlands, these creatures, screaming for slaves, for worship, for food, for drink, for riches. They rushed it in their billions, running full force into the might of the Primordials, and were butchered for it. The Rakshasa, to a creature, were wiped out.

But, of course, the thing that was the Rakshasa's source, the atman, cannot die. So they returned from whence they came, became cloaked in flesh again, not as their old forms but as new beings entirely.

And, self-ignorant, they rushed into creation's borders once more and were slaughtered.

This learning period was a long, slow, brutal process. The Rakshasa that ran into creation invariably died, then simply became new, different Rakshasa, having learned less than nothing in the process. The few that didn't run into creation often died anyways, hunted by a bored primordial, or its devas, or a god, or one of the other things that lurk in the Wyld, or even other Rakshasa.

Still, over time fewer Rakshasa died diving into creation's borders. Survivors, those who found something that they wanted deep in the Wyld and pursued it long enough to miss the purge, those that were lucky enough to dodge hunts and similar threats, began to thrive and multiply. They built little empires over things they Wanted, had children, pressed newly incarnated Rakshasa into service. Yes, they would generally be wiped out, but the atrocious casualty rates of the Rakshasa Kingdoms were less than the complete annihilation that faced those who blitzed creation. So, the kingdoms survived. They didn't thrive, not in the Primordial's creation, but they survived.

Then the Primordials fell.

The new Regime were far less powerful than the Primordials. Yes, they were powerful, yes, they killed the vast majority of Rakshasa who approached creation, but they could be talked with. They had failings. They overlooked little things and made deals. Sold slaves for ingredients, for the bodies of other Rakshasa. Sure, they toppled kingdoms that got too big, sure, they killed the invasions, but they filled wants, and that's what matters. Maybe with some other power, in some other time, this would be the prelude to some sort of long-term infestation or subversion, but not with the Rakshasa. Too power hungry, too backstabbing. Where one gets her claws in, another's waiting to stab her in the back and take what she owned.

So they remain a small thing. Less so if you're sold to them, but ultimately no-one really cares about the powerless.

Then the Solars fall, the Lunars flee, the Great Contagion ruins the Shogunate. In normal circumstances this wouldn't change much for the Rakshasa. Raiding would increase massively, of course, a thousand imperialistic empires desperate to sate the wants of teeming, insatiable subjects, but the Exalted would remain too strong, and the Rakshasa too weak, for it to truly work. They would fight each other as much as they did creation, self-sabotaging in an orgy of violence the likes of which the world had not seen since the First Age.

But, ultimately, the Great Contagion came at the best possible moment for the Rakshasa, for something unique had happened to them. Kubera, a Rakshasa of immense power, who had shed many of his wants in a maniacal drive for enlightenment, left his place under a Banyan tree blessed with glorious purpose in the process. He forged the Rakshasa into one nation, demanding unity from the myriad Rajas. Many did not join him, survived assaults or were too inconvenient to reach, but most did. And for the first time in History the Rakshasa were One.

The invasion is infamous, the Kuberan March. The establishment of Aloka, and, when all seemed lost, the Ascension of the Scarlet and the death of Kubera.

Now we have Raksha in the modern day. They've a better position than they ever have before, the infrastructure of the Shogunate is gone, the Realm weak and fractious, Creation fighting a thousand myriad threats. But their chance, the fleeting, glorious reign of Kubera, has come and gone. Never again will the Raksha unite into the Scourge of the Gods, rampage across creation in pursuit of their insatiable wants. They're back to normal. Feuding. Fighting. Raiding. Powerful, perhaps, but always at war with each other, always attacking one another for an advantage or some bizarre obsession.

Mechanically, I'd stat Rakshasa either as Spirits with Spirit charms relating to shapeshifting, illusion, and massive strength (And no ability to dematerialize) or as Aberrant Novas. They have a distinct love of Artifacts, with many using shit they grabbed during the fall of the First Age, or their own, Raksha made inventions. Their Intimacies are all ranked in order, from most important to least. They have Compassion, Temperance, and Valor, but no Conviction. In all ways, a Rakshasa is treated as a Conviction 5 creature incapable of channeling or suppressing its conviction. Conviction trumps any other Virtue in case of a conflict, while higher ranked intimacies always trump lower ranked intimacies. A Rakshasa can, and will, instantly backstab anyone in pursuit of its wants (Though obviously it will attempt to satisfy both wants).

Of note are human servants of the Rakshasa, labelled in the core book as Wyld Barbarians. They remain as they are in canon, humans living in the Wyld. Often thralls or citizens to some Rakshasa, making up the bulk of their armies, but occasionally independent.

Player characters can expect to interact with Raksha in a variety of ways, from a constant threat at creations borders, to valuable trading partners with a variety of valuable artifacts, to allies who are fanatically loyal if you know their levers. Allying with one Raksha against another is normal, human Raksha can be a valuable tool and source of manpower, and for a Solar fearing the Hunt a Raksha ally can be a literal lifesaver.

(Also Raksha and their impossible wants are valuable exotic materials for artifact Creation.)



1 The untranslated terms provided here are, frankly, pretty difficult to translate meaningfully. They're technical terms bound deeply into the morals of Hindu Mythology and Hindu/Buddhist ideals behind enlightenment and the soul. I've provided an idea in the parantheses above, but they're not going to be 100% accurate.
 
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EarthScorpion's Essays: Szoreny Analysis
(The Szoreny ideas here later served as the inspiration for my Szoreny Charmset, found at this link Szoreny (EarthScorpion Charmset) )

So, let's talk Szoreny. What do we know about him at a basic level that can be used to consider what might exist in a Szorenyc Charmset?
  • Szoreny is quicksilver, which is to say mercury.
  • Szoreny is an inverted tree whose branches are buried and whose roots stick into the air. This is not his natural state of being, but was inflicted on him by the Exalted host.
  • Szoreny is a mirror, who reflects countless warped versions of any scene - worlds to themselves within him. This is part of his fetich soul's themes, too - Kagami, the City of Mirrors
  • Szoreny is envious. He focuses on people, becomes them, and so replaces them.
  • Szoreny is enviable. Cecelyne turned her sands silver to be like him.
Now, Infernal Charmsets are kind of made so someone who focuses on just one becomes a certain kind of archetypical villain. And so - following some discussion with @Aleph - I might suggest that the archetype that Szoreny should support is the type displayed by Gildroy Lockhart. Szoreny is a fake. A fraud. An envious, poisonous false-friend who takes your achievements and your reputation for himself. He obsesses over people who beat him and twists himself until he becomes them in every way and then replaces them. He's not the Ebon Dragon - no, Szoreny adores being the centre of attention. He's terrible at conventional stealth because he wants everyone looking at him, but he's a master of social stealth. And because he loves being the centre of attention, he draws strength from people envying him - even as he envies his foes.

Mercury is poisonous and slowly wasting, causing neurological disorders. I would combine mercury's poisonous nature with his envy, thematically and mechanically. Moreover, mercury accumulates and biomagnifies. That suggests that Szoreny wants to build envy in others over many scenes to slowly, steadily fill them with his mercurial envy - and so they become like him. Indeed, if we take the biomagnification and consider where we can go with that, that suggests that people who kill people who envy Szoreny start to envy Szoreny too, because the mercury builds up in them. Szoreny would therefore want, militarily, to build up an adoring cult-army who envy and love him so foes who slaughter his men like cattle envy and adore him too, the mercury in the blood they shed flowing into their blood.

Mercury readily dissolves gold and silver to form amalgams. This might potentially allow Szoreny to dissolve "gold and silver" - that is to say, Solars and Lunars, which is to say, powerful opponents - to strengthen himself.

Mirrors only reflect what they are shown. That suggests that Szoreny has little control over who he disguises himself as - unlike other disguise charms. He might only be able to disguise himself as people he sees, or as people he envies.

Naturally, a vital part of being a Gildroy Lockhart is stealing credit for other people's actions. That suggests that Szoreny should be able to bold-facedly say "Yes, I was the one who saved Creation from the fae by activating the Realm Defence Grid - but I generously let the Scarlet Empress take credit for how I saved the world" and have people believe it. Likewise, he should be able to hit people with an Illusion - including himself - so a person forgets the heroic deeds they did and everyone, him included, thinks he did it. This might extend as far as a Szoreny Infernal being able to murder the Bull of the North, activate a Charm, and now everyone in Creation remembers it as him being the one who beat the Tepets (this would of course require you to actually murder the Bull of the North).

Mercury is formless and protean. It is liquid and it flows, and conducts heat poorly even though it conducts electricity well. These are all useful properties for aesthetics - for example, his perfect might involve him taking the blow, splattering, and just reforming as per the T1000. Likewise, because he's protean he might not see very much difference between physical accomplishments and mental ones - what matters is winning.

Mercury is a poison, but mercury is also very important in alchemy. Mercury use was thought to prolong life, heal fractures, and maintain generally good health, although it is now known that exposure to mercury vapor leads to serious adverse health effects. This means that Szoreny should be able to buff and enhance people who "consume mercury" - ie, who envy him - but at the cost of doing long term damage to them. This might involve converting their Attributes or Abilities back into XP to pay for the enhancements he gives them - which of course makes him even better than them and means they envy him more. This is a feature, not a bug to his mindset.

Alchemists thought of mercury as the First Matter from which all metals were formed. They believed that different metals could be produced by varying the quality and quantity of sulfur contained within the mercury. This also indicates that Szoreny should have "alchemy" as a significant feature of his charmset (so he can transmute his own flesh into many different things) - and do you know what that leads to? That leads to drugs. Specifically, that leads to performance-enhancing steroids rather than recreational drugs, which goes very nicely with his envy themes. He wants to be the best. He wants to be the very best, like no one ever was and so "I take drugs so I can beat other people" is very much within his themespace. This suggests that his combat effects should be "combat stims" and performance-enhancing drugs - things that you activate to give you short-term bonuses, but if you keep the Charm active too long then you'll take long term damage. That means that quite a few of his buffs should have activation costs measured on a per-action basis, rather than being a flat cost for their duration.
 
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