You never know.

Maybe it's a Solar tomb! With a really nice spear in it.

Sure, they might have put "No honourable dead are buried here. This is not a place to find the champions of old" on the seal, but maybe they were lying! I mean, when you're building a Solar tomb to stop some fuckwit from awakening a pissed off Enlightement 10 hungry ghost, you don't want some idiot breaking in.

(... honestly, a Solar tomb is probably more dangerous than many nuclear waste dumps, if disturbing it risks letting out an Enlightenment 10 hungry ghost. We're talking "unleashing something that could go toe to toe with Ligier and would have a good chance of winning as it's more combat focussed".)

Now I've got the mental image of the DBs and Sidereals giving a Solar a really nice tomb, with all their valuables enclosed within... and then going 'what the hell' when the Enlightenment 10 hungry ghost appears.

"What do you mean she didn't want to be buried."

(Protip: check the funeral rites of the culture a Solar came from when you're building them a tomb after murdering them, just in case it's actually 'put them on a really nice boat and then burn it')
 
Now I've got the mental image of the DBs and Sidereals giving a Solar a really nice tomb, with all their valuables enclosed within... and then going 'what the hell' when the Enlightenment 10 hungry ghost appears.

"What do you mean she didn't want to be buried."

(Protip: check the funeral rites of the culture a Solar came from when you're building them a tomb after murdering them, just in case it's actually 'put them on a really nice boat and then burn it')

Well, that's one of the reasons for all the defences common on Solar tombs. It's not just to keep things out. It's also to keep any hungry ghosts in.

(Fortunately, most post-Usurpation Solars are far less spoilt and thus tend to be content if you just burn them on a pyre and bury the bones respectfully along with any material possessions they had on their body at the time.)
 
(... honestly, a Solar tomb is probably more dangerous than many nuclear waste dumps, if disturbing it risks letting out an Enlightenment 10 hungry ghost. We're talking "unleashing something that could go toe to toe with Ligier and would have a good chance of winning as it's more combat focussed".)



Well, honestly, if you're going to create a powerful seal to hold back an E10 hungry ghost anyway why not also deposit all that Inauspicious Geomantic Residue with it as well. Kills two birds with one stone.

Plus if the thing ever breaks lose, now its also radioactive.
 
To be fair IIRC she was a Essence 8 newbie at the time IIRC, she's grown a fair bit since then...still, going up against a Essence 10 ex-solar Hungry Ghost is going to be rather difficult even so.
 
I wonder.

Would that given an incentive for potent Abyssal Necromancers to deliberately break into and violate those tombs just to bind the monster that lies within?
 
She fought an Enlightenment 9 ex-Lunar hungry ghost in a Solar tomb after she stole its armour and its spear.

It nearly killed her. She was basically mote-tapped when she managed to finish it off.
I think I had about 1 mote left by the end. That was before the mote reactor hack - and also before Keris got any combat-time healing or much toughness. She didn't get hit at any point, and she was wearing armour (which would have protected her), but... if it had gone on much longer, it would have started connecting with its attacks, and then things would have got nasty.

Mou. I felt bad after that fight. It wasn't evil, it was just traumatised by its body being defiled. And it was sort of... pitiful. In a terrifying kind of way.
Sitting on one of the biers, on top of one of the bodies, is a... a thing. Yes. A thing. It's not a human. At least, not consistently, and when it's human it's not always male or female. It's laughing through its many mouths which burst out of ruptured silver armour, And in its tail, a hungry barbed spear-tail hunts and seeks around. Sniffing.

And it keeps on laughing. Lit in the bloody hue of a lunar eclipse bursting out from the wounds which killed it, the animal-human thing laughs.

Keris feels her eyes well up with memories which aren't hers.

Rosseah.

[Session End / Next Session]

Rosseah's mad ghost laughs and laughs through its many, many mouths. Sometimes, it stands and adjusts the sit of a golden bow on the broken-limbed, dried-out corpse which lies on the bier that Keris stole the armour from. It never seems satisfied, though. There are other things - a torn-up red dress, a necklace - it adjusts on the body, but it just keeps on adjusting and adjusting and as it does so, it keeps on laughing.

Oh yes, Keris vaguely considers, the corpse had been very dry and delicate. No wonder it got all broken being taken out of the armour.
[terrifying fight goes here]
It's like Rat all over again.

The Lance's spearhead sinks into Rosseah's chest with a crunch, and blood - bright red blood, impossibly red; scarlet-beyond-scarlet - bubbles out around it. Keris is so close that it sprays onto her; staining her face, staining her dress, visible even on the red of her Amulet-clothing. Her charge took her through the yidak's guard and crashing into it, knocking it off its feet with cannonball force, and they're in a horrible parody of an embrace as awareness leaves the many, many eyes and the endless laughter peters out.

The corpus ripples slightly, and Keris lays a hand on the face that emerges. It's not Rosseah's 'true' face. Rosseah had no true face. But it's one she recognises; a favoured form, an oft-used identity that appears again and again in Yamal's memories.

"Go to sleep, Rosseah," she whispers fondly. "I'll remember you. I promise."

The last breath of laughter is almost natural. Then the spectre is torn apart by the howling wind which tears out of its form in a faint scream. Its corpus is left flensed over the ground, in a final mark of disrespect, its many faces locked in silent laughter. Slowly, it begins to dissolve.

Silence falls, save for the music of the harps.

Keris breathes in raggedly, and the shredded body disintegrates, pulled into her lungs before it can fall apart on its own. She drops several inches onto the floor with an "oof", rolls over, and lies there, staring up at the ceiling.

"... ugh," she manages after a while.

A few minutes later, she starts to cry again, soft and almost silent.
Poor Rosseah. Poor Keris. :(
 
I think I had about 1 mote left by the end. That was before the mote reactor hack - and also before Keris got any combat-time healing or much toughness. She didn't get hit at any point, and she was wearing armour (which would have protected her)

Actually she wasn't lol.

You forgot to put your armour on before going into the tomb. Which was the only reason you didn't run out of motes.
 
... thank you for that fresh bout of utter terror. I needed that.

Edit: Oh yeah, I think I am going to make a separate Kerisgame thread for discussion and the like, instead of continuing to overwhelm other Exalted talk. If I copy the posts made in this thread out into it (so that it doesn't just abruptly start around session 70-something), would the people who've replied be cool with that? Just Like this post or PM me or something if you are, instead of a bunch of "yeah sure" or "no thanks" replies.
 
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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... thank you for that fresh bout of utter terror. I needed that.

Edit: Oh yeah, I think I am going to make a separate Kerisgame thread for discussion and the like, instead of continuing to overwhelm other Exalted talk. If I copy the posts made in this thread out into it (so that it doesn't just abruptly start around session 70-something), would the people who've replied be cool with that? Just Like this post or PM me or something if you are, instead of a bunch of "yeah sure" or "no thanks" replies.

Hmm. But where should it go? Arguably, it falls under User Fiction.
 
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.

That sounds like 'stuff it into a catapult and blast it towards opponents infrastructure'
 
That sounds like 'stuff it into a catapult and blast it towards opponents infrastructure'

You're going to need something considerably stronger than a catapult to destroy it since its made of jade and starmetal. I'll add a line about the stopper being only removable by deliberate choice.

But yes, 'walk into someone's city and unstopper it' is a valid way of nuking an opponent. Sort of the equivalent of dumping nuclear waste in their water supply.
 
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.

These jars are vastly more valuable as weapons than for their actual intended purpose. And disposal is really easy if you have any of:
  1. Neighbors you don't like
  2. Uninhabited land
  3. The ocean
  4. The Wyld
nearby.
 
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